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SUMMARY:Welcome to the New Uncanny Valley
DESCRIPTION:The uncanny valley—a concept first introduced by Masahiro Mori (1970)—offers a compelling lens through which to examine the psychological effects of near-human digital agents. Originally applied to robotics, the uncanny valley describes the discomfort people feel when encountering artificial entities that appear almost—but not quite—human. As avatars, gamified learning systems, and virtual worlds become increasingly sophisticated, this model finds new relevance in learning – especially regarding older learners who may have later exposure to games and gaming environments. By relating the uncanny valley framework onto these learning environments, we begin to see a new threshold emerge—one where avatar design, realism, and relational resonance directly impact learner motivation, creativity, and neuroplasticity.\n\n
URL:https://conference.opensimulator.org/events/welcome-to-the-new-uncanny-valley/
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LOCATION:OSCC Keynote regions
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