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E-raamat: Uncanny Valley in Games and Animation

(University of Bolton, UK)
  • Formaat: 236 pages
  • Ilmumisaeg: 10-Dec-2014
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040059395
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  • Formaat: 236 pages
  • Ilmumisaeg: 10-Dec-2014
  • Kirjastus: A K Peters
  • Keel: eng
  • ISBN-13: 9781040059395
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This book is based on a series of empirical studies the author conducted to establish how aspects of facial expression and speech may be manipulated to control the uncanny valley in character design. It 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 byassessing the biological and social roots of the uncanny and its implications for computer-graphics animation. -- 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.

Arvustused

"It synthesizes the literature about the Uncanny Valley, explains its psychological foundations, and considers how facial expression and other facets can be applied to overcome the issues, and it also provides a new theory to compliment other writings on the subject, making this a 'must' for gaming programmers, covering both prior surveys and new ideas." Midwest Book Review

Acknowledgments ix
Author Biography xi
Introduction xiii
Chapter 1 The Uncanny Valley
1(24)
1.1 Experience Of The Uncanny
2(4)
1.2 Bukimi No Tan I--The Uncanny Valley
6(4)
1.3 Critical Studies Of The Uncanny Valley In Games And Animation
10(15)
References
21(4)
Chapter 2 Previous Investigation Into The Uncanny Valley
25(22)
2.1 Design Guidelines For A Character's Appearance
26(2)
2.2 The Effect Of Movement
28(3)
2.3 Plotting The Uncanny Valley
31(4)
2.4 Lost In Translation?
35(3)
2.5 The Effect Of Age And Gender On Sensitivity To The Uncanny Valley
38(3)
2.6 An Evolutionary Or Developmental Phenomenon?
41(6)
References
43(4)
Chapter 3 Survival Horror Characters And The Uncanny
47(24)
3.1 Early Sound Cinema
49(2)
3.2 Survival Horror Versus Horror Film
51(3)
3.3 Facial Expression
54(1)
3.4 Speech Qualities
55(2)
3.5 Articulation Of Speech
57(3)
3.6 Lip-Synchronization
60(5)
3.7 Designing For Or Against The Uncanny
65(6)
References
67(4)
Chapter 4 Uncanny Facial Expression Of Emotion
71(28)
4.1 Universal Emotions
73(1)
4.2 Facial Action Coding System
74(2)
4.3 Nonverbal Communication
76(3)
4.4 False Or Fabricated Emotion
79(2)
4.5 The Effect Of Emotion Type On Uncanniness
81(18)
4.5.1 Uncanny Emotion: Fear And Surprise
83(3)
4.5.2 Sadness And Anthropomorphism
86(1)
4.5.3 Disgust, Revulsion And The Nose Wrinkler Action
87(2)
4.5.4 Our Perceptual Advantage To Anger
89(1)
4.5.5 Happiness And Uncanny False Smiles
90(5)
References
95(4)
Chapter 5 Applying Psychological Plausibility To The Uncanny Valley
99(26)
5.1 Previous Psychological Explanations Of The Uncanny Valley
100(2)
5.2 Empathy And Humanity
102(2)
5.3 Perception Of Antisocial Personality Traits In An Uncanny Character
104(2)
5.4 Lack Of Visual Startle Reflex And Psychopathy
106(2)
5.5 Aberrant Facial Expression And Perception Of Psychopathy
108(3)
5.6 The Effect Of Character Gender And Age On Uncanniness
111(6)
5.7 Antisocial Traits In Antipathetic Characters
117(8)
References
120(5)
Chapter 6 The Mind's Mirror And The Uncanny
125(24)
6.1 Mirror Neuron Activity
126(3)
6.2 Facial Mimicry And Emotional Contagion
129(4)
6.3 A Lack Of Facial Mimicry In Humans
133(3)
6.4 Facial Mimicry In Relational Human-Like Characters
136(5)
6.5 The Uncanny In Humans
141(8)
References
144(5)
Chapter 7 Attachment Theory And Threat To Self-Concept (Ego)
149(28)
7.1 Reflection Of The Self
150(2)
7.2 Self, Identity And Attachment Theory
152(3)
7.3 Protest, Despair And Detachment Behavior
155(6)
7.4 Threat To Self-Concept (Ego)
161(3)
7.5 Objective Quantification Of Uncanniness And Future Work
164(3)
7.6 Do We All Experience The Uncanny In Human-Like Characters?
167(10)
References
171(6)
Chapter 8 Will We Ever Overcome The Uncanny Valley?
177(28)
8.1 Overcoming The Uncanny: A Question Of Time?
178(4)
8.2 The Uncanny Wall
182(8)
8.3 The Human And Financial Cost Of Uncanny Human-Like Characters
190(4)
8.4 The Future: A Human-Like Virtual Newborn
194(11)
References
201(4)
Index 205
Dr. Angela Tinwell's research on the Uncanny Valley in human-like characters is recognized at an international level. As well as British media coverage on BBC television and radio, her work has been featured in news articles for The Guardian and Times Higher Education and in the American magazines Smithsonian, New Yorker, and IEEE Spectrum Magazine. In 2012, Tinwell completed her PhD dissertation, titled "Viewer Perception of Facial Expression and Speech and the Uncanny Valley in Human-Like Virtual Characters," and she has since published extensive studies on the topic. Her publications include empirical studies in the journal Computers in Human Behavior and theoretical writings for Oxford University Press. Tinwell's research into the Uncanny Valley in human-like characters is relevant in academia and industry, and she has presented her work with animators from the special effects company Framestore at the London Science Museum. As part of the Digital Human League, Tinwell is working with visual effects professionals at Chaos Group (creators of V-Ray rendering software) aimed at overcoming the Uncanny Valley.