https://zihanwportfolio.wordpress.com/2024/11/30/uncanny-valley-exploration-in-vr/
A VR-based experimental system for studying how facial tracking accuracy, lip synchronization, and eye micro-motions influence the uncanny valley effect.
The Uncanny Valley VR Project investigates how subtle imperfections in virtual avatar facial animation affect user perception in immersive virtual reality.
Rather than focusing on visual fidelity alone, this project studies the interaction between tracking accuracy, animation noise, and perceptual realism, with a particular emphasis on:
- Facial expression alignment
- Lip synchronization accuracy
- Eye micro-motions (blinking, saccades)
- Controlled imperfections and temporal noise
The system is designed as a research-oriented VR experience, guiding users through structured interactions to evaluate which factors mitigate or amplify the uncanny valley effect.
- Analyze how facial tracking precision influences perceived realism
- Compare tracking-driven lip sync vs. audio-driven approaches
- Study the role of subtle eye motion in reducing uncanny responses
- Evaluate how controlled noise and imperfections affect user comfort
- Establish a repeatable VR-based evaluation framework for avatar realism
The experience is structured as a guided VR experiment, where users:
- Observe a humanoid avatar under controlled conditions
- Interact with the avatar using natural gestures and head motion
- Experience variations in:
- Lip sync accuracy
- Eye movement behavior
- Facial tracking smoothing and latency
- Provide qualitative feedback on realism, comfort, and eeriness
This design allows isolating individual variables while maintaining immersion.
- Real-time facial expression mapping from user to avatar
- Emphasis on temporal coherence and latency reduction
- Lip motion driven directly by facial tracking data
- Avoids audio-only phoneme estimation to preserve expression consistency
- Procedural blinking with randomized intervals
- Micro eye movements and gaze stabilization
- Prevents unnatural “static stare” artifacts
- Adjustable smoothing and jitter parameters
- Used to study tolerance thresholds in user perception
- Gesture-based interaction using hand tracking
- Supports more embodied and intuitive user engagement
Hardware
- Meta Quest Pro (facial, eye, and hand tracking)
Engine
- Unity
Languages
- C#
SDKs & Tools
- Meta Movement SDK (Body & Facial Tracking)
- OpenXR
- Oculus Integration SDK
- Unity Animator & BlendShape system
- Clone the repository:
git clone https://github.com/THANKSHANK/UncannyValleyVR.git cd UncannyValleyVR - Open the project in Unity (recommended LTS version).
- Install required packages:
- Oculus Integration
- OpenXR
- Meta Movement SDK
- Connect Meta Quest Pro and enable:
- Facial Tracking
- Eye Tracking
- Hand Tracking
- Build and run the project in VR mode.
Launch the VR experience and follow on-screen instructions
Observe avatar facial behavior under different configurations
Interact naturally using gaze, head movement, and gestures
Provide feedback through guided prompts or post-experience surveys
High facial tracking accuracy alone does not guarantee realism
Subtle eye motion significantly reduces perceived eeriness
Temporal stability is often more important than raw accuracy
Small, well-controlled imperfections can sometimes improve perceived naturalness
These observations support existing uncanny valley research while demonstrating the importance of dynamic facial cues in VR.
Limited avatar diversity
Small-scale user testing
Focused on facial cues rather than full-body realism
Hardware-dependent (Quest Pro tracking features)
AI-driven facial animation blending
Expanded user study and quantitative metrics
Support for additional XR headsets
Integration with FACS-based expression analysis
Machine learning–assisted noise modeling
Zihan Wang (王滋涵) VR / XR Developer · Computer Graphics · HCI
GitHub: https://github.com/THANKSHANK
Portfolio: https://zihanwg.github.io//zihanw.github.io Related Write-up
Project blog & technical notes: https://zihanwportfolio.wordpress.com/2025/05/06/uncanny-valley-vr/

