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The uncanny valley in games and 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 aud...
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Lenguaje: | eng |
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Taylor and Francis
2014
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Acceso en línea: | http://cds.cern.ch/record/1974874 |
_version_ | 1780945040709779456 |
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author | Tinwell, Angela |
author_facet | Tinwell, Angela |
author_sort | Tinwell, Angela |
collection | CERN |
description | 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 |
id | cern-1974874 |
institution | Organización Europea para la Investigación Nuclear |
language | eng |
publishDate | 2014 |
publisher | Taylor and Francis |
record_format | invenio |
spelling | cern-19748742021-04-21T20:41:10Zhttp://cds.cern.ch/record/1974874engTinwell, AngelaThe uncanny valley in games and animationComputing and ComputersAdvances 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 UncannyTaylor and Francisoai:cds.cern.ch:19748742014 |
spellingShingle | Computing and Computers Tinwell, Angela The uncanny valley in games and animation |
title | The uncanny valley in games and animation |
title_full | The uncanny valley in games and animation |
title_fullStr | The uncanny valley in games and animation |
title_full_unstemmed | The uncanny valley in games and animation |
title_short | The uncanny valley in games and animation |
title_sort | uncanny valley in games and animation |
topic | Computing and Computers |
url | http://cds.cern.ch/record/1974874 |
work_keys_str_mv | AT tinwellangela theuncannyvalleyingamesandanimation AT tinwellangela uncannyvalleyingamesandanimation |