Fig. 4
From: The uncanny valley effect and immune activation in virtual reality

Examples from the different agent categories. (A) Four examples of the deviant features shown by the uncanny agents. These abnormalities in facial expression and movement pattern became particularly evident when the agents were approached. The cross-eyed gaze intensified, when the participant neared the agent, while the unnaturally twisted upper body occurred, for example, if the participant approached from the side. This was, because the agent followed the participant’s movement by moving its upper body. Their unnatural smile did not involve the eye region, but was restricted to the mouth. Apart from the rotation of the upper body, the uncanny agents’ body remained in an idle posture during the interaction. The displayed agents are from the Microsoft Rocketbox Avatar Library59. (B) Examples of the cartoon agents (first row) and matched examples of the uncanny agents (second row) and the realistic agents (third row). The agents displayed in the second and third row are from the Microsoft Rocketbox Avatar Library59. (C) Four examples of the improved features of the realistic agents. The abnormalities in facial expression and movement patterns of the uncanny agents were reduced during the social interaction to increase acceptance. The improved virtual agents displayed are based on the agents provided by the Microsoft Rocketbox Avatar Library59.