The uncanny valley in games & animation /
Tinwell, Angela,
The uncanny valley in games & animation / Uncanny valley in games and animation Angela Tinwell. - xxiv, 211 pages : illustrations ; 24 cm
"An A K Peters Book.".
Includes bibliographical references and index.
The uncanny valley -- Previous investigation into the uncanny valley -- Survival horror characters and the uncanny -- Uncanny facial expression of emotion -- Applying psychological plausibility to the uncanny valley -- The mind's mirror and the uncanny -- Attachment theory and threat to self-concept (ego) -- Will we ever overcome the uncanny valley? 1. 2. 3. 4. 5. 6. 7. 8.
"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 by assessing the biological and social roots of the uncanny and its implications for computer-graphics animation. "--
146658694X 9781466586949
2014024617
Computer animation
Computer graphics.
Computer games--Design.
Computer games--Social aspects
Human engineering.
Human mechanics--Computer simulation
Human body--Computer simulation
TR897.7 / .T597 2015
006.696
The uncanny valley in games & animation / Uncanny valley in games and animation Angela Tinwell. - xxiv, 211 pages : illustrations ; 24 cm
"An A K Peters Book.".
Includes bibliographical references and index.
The uncanny valley -- Previous investigation into the uncanny valley -- Survival horror characters and the uncanny -- Uncanny facial expression of emotion -- Applying psychological plausibility to the uncanny valley -- The mind's mirror and the uncanny -- Attachment theory and threat to self-concept (ego) -- Will we ever overcome the uncanny valley? 1. 2. 3. 4. 5. 6. 7. 8.
"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 by assessing the biological and social roots of the uncanny and its implications for computer-graphics animation. "--
146658694X 9781466586949
2014024617
Computer animation
Computer graphics.
Computer games--Design.
Computer games--Social aspects
Human engineering.
Human mechanics--Computer simulation
Human body--Computer simulation
TR897.7 / .T597 2015
006.696