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TZID:Asia/Kolkata
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DTSTART:19700101T000000
TZOFFSETFROM:+0530
TZOFFSETTO:+0530
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UID:69f42cb99ad9e@www.vwbpe.org
DTSTAMP:20260501T043153Z
DTSTART;TZID=Asia/Kolkata:20260320T150000
DTEND;TZID=Asia/Kolkata:20260320T160000
LOCATION:Online
SUMMARY:Welcome to the New Uncanny Valley
DESCRIPTION:Presenter: Radon Noble (legacy), Xenon Darrow / Virginia DickensonVenue: Lecture A &#8211; The HearthThe 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 &#8211; 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.Objectives:We will explore the impact of avatar realism as it applies to cognitive activation and enrichmentReview a proposed model for the Avatar Uncanny Valley that may assist in educational applicationsInsights Connection:By considering the uncanny valley of robotics for a guide to an uncanny valley for avatars, we may explore the potential impacts of styles and refinements of avatars on the cognitive activation and enrichment of student. We may also explore avatars as &#8216;art&#8217; and how that impacts learning as applied in Lozanov&#8217;s Accelerated Learning Model.Accessibility: I will use a SpeakEasy HUD Tool.
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