The Uncanny Valley in Games and Animation Book [PDF] Download

Download the fantastic book titled The Uncanny Valley in Games and Animation written by Angela Tinwell, available in its entirety in both PDF and EPUB formats for online reading. This page includes a concise summary, a preview of the book cover, and detailed information about "The Uncanny Valley in Games and Animation", which was released on 10 December 2014. We suggest perusing the summary before initiating your download. This book is a top selection for enthusiasts of the Computers genre.

Summary of The Uncanny Valley in Games and Animation by Angela Tinwell PDF

Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.


Detail About The Uncanny Valley in Games and Animation PDF

  • Author : Angela Tinwell
  • Publisher : CRC Press
  • Genre : Computers
  • Total Pages : 240 pages
  • ISBN : 146658694X
  • PDF File Size : 43,9 Mb
  • Language : English
  • Rating : 4/5 from 21 reviews

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The Uncanny Valley in Games and Animation

The Uncanny Valley in Games and Animation
  • Publisher : CRC Press
  • File Size : 39,6 Mb
  • Release Date : 10 December 2014
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Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow

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THE STORY: Drawing on current research in artificial intelligence and robotics, UNCANNY VALLEY charts the relationship between Claire, a neuroscientist, and Julian, a nonbiological human. As Julian is “born” a

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A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hypothesis: How does high realism in anthropomorphic design influence human experience and behaviour? The

The Uncanny Valley in Games and Animation

The Uncanny Valley in Games and Animation
  • Publisher : CRC Press
  • File Size : 28,9 Mb
  • Release Date : 10 December 2014
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Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow

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"In the 1970s, Japanese robotics expert Masahiro Mori published an article that coined and theorized the idea of the "uncanny valley" as a measurable correlation between the human likeness of