The Uncanny Valley in Games and Animation

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  • Author : Angela Tinwell
  • Publisher : CRC Press
  • Pages : 236 pages
  • ISBN : 1466586958
  • Rating : /5 from reviews
CLICK HERE TO GET THIS BOOK >>>The Uncanny Valley in Games and Animation

Download or Read online The Uncanny Valley in Games and Animation full in PDF, ePub and kindle. this book written by Angela Tinwell and published by CRC Press which was released on 10 December 2014 with total page 236 pages. We cannot guarantee that The Uncanny Valley in Games and Animation book is available in the library, click Get Book button and read full online book in your kindle, tablet, IPAD, PC or mobile whenever and wherever You Like. 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

The Uncanny Valley in Games and Animation

The Uncanny Valley in Games and Animation
  • Author : Angela Tinwell
  • Publisher : CRC Press
  • Release : 10 December 2014
GET THIS BOOK 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 audiences often have a negative reaction as the human

The Uncanny Valley Hypothesis and Beyond

The Uncanny Valley Hypothesis and Beyond
  • Author : Marcus Cheetham
  • Publisher : Frontiers Media SA
  • Release : 02 May 2018
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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 Uncanny Valley Hypothesis posits that a very humanlike character or object (e.g., robot, prosthetic limb, doll) can evoke a negative affective (i.e., uncanny) state. Recent advances in robotic and computer-graphic technologies in simulating aspects of human appearance, behaviour and interaction have been accompanied, therefore, by theorising and research

An exploration of the Uncanny Valley and its consequences

An exploration of the Uncanny Valley and its consequences
  • Author : Andrea Attwenger
  • Publisher : GRIN Verlag
  • Release : 08 January 2018
GET THIS BOOK An exploration of the Uncanny Valley and its consequences

Seminar paper from the year 2016 in the subject Computer Science - Internet, New Technologies, grade: 1.0, LMU Munich (Institut für Informatik), course: Hauptseminar Medieninformatik, language: English, abstract: Humans usually favor the company of beings similar to them and it is therefore natural to assume that with increasing human likeness, robots and artificial characters become more likeable and accepted. However, this is only true up to a point where the dynamic is reversed and synthetic characters appear uncanny. Thus, increased realism

User Centric Media

User Centric Media
  • Author : Petros Daras,Oscar Mayora
  • Publisher : Springer Science & Business Media
  • Release : 02 January 2013
GET THIS BOOK User Centric Media

This book constitutes the thoroughly refereed post-conference proceedings of the First International Conference, UCMedia 2009, which was held on 9-11 December 2009 at Hotel Novotel Venezia Mestre Castellana in Venice, Italy. The conference`s focus was on forms and production, delivery, access, discovery and consumption of user centric media. After a thorough review process of the papers received, 23 were accepted from open call for the main conference and 20 papers for the workshops.

Uncanny Valley

Uncanny Valley
  • Author : Jasia Reichardt
  • Publisher : Cornerhouse Distribution Clients
  • Release : 01 February 2023
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Published to accompany an exhibition of the artist's work at the Walker Gallery, Liverpool, May 27th - August 22nd, 2004, this volume showcases the idiosyncratic mechanical sculpture of Tim Lewis.

Modes of Spectating

Modes of Spectating
  • Author : Alison Oddey,Christine A. White
  • Publisher : Intellect Books
  • Release : 01 February 2023
GET THIS BOOK Modes of Spectating

The notion of spectatorship has become of increasing interest as artists develop experimental works and manufacturers seek to produce the means for viewing such works. Modes of Spectating explores the visual landscapes which spectators encounter, and how they perceive what they view. The volume questions the effect of different mediums on the spectator and asks not only how we view, but also how what we view determines what artists create. Chapters discuss how gaming and televisual media and entertainment are

Game Sound Technology and Player Interaction Concepts and Developments

Game Sound Technology and Player Interaction  Concepts and Developments
  • Author : Grimshaw, Mark
  • Publisher : IGI Global
  • Release : 30 September 2010
GET THIS BOOK Game Sound Technology and Player Interaction Concepts and Developments

Game Sound Technology and Player Interaction: Concepts and Developments researches both how game sound affects a player psychologically, emotionally, and physiologically, and how this relationship itself impacts the design of computer game sound and the development of technology. This compilation also applies beyond the realm of video games to other types of immersive sound, such as soundscape design, gambling machines, emotive and fantastical sound to name a few. The application for this research is wide-ranging, interdisciplinary, and of primary importance

Robot Ethics 2 0

Robot Ethics 2 0
  • Author : Patrick Lin,Keith Abney,Ryan Jenkins
  • Publisher : Oxford University Press
  • Release : 01 September 2017
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The robot population is rising on Earth and other planets. (Mars is inhabited entirely by robots.) As robots slip into more domains of human life--from the operating room to the bedroom--they take on our morally important tasks and decisions, as well as create new risks from psychological to physical. This makes it all the more urgent to study their ethical, legal, and policy impacts. To help the robotics industry and broader society, we need to not only press ahead on

Geminoid Studies

Geminoid Studies
  • Author : Hiroshi Ishiguro,Fabio Dalla Libera
  • Publisher : Springer
  • Release : 27 April 2018
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This book describes the teleoperated android Geminoid, which has a very humanlike appearance, movements, and perceptions, requiring unique developmental techniques. The book facilitates understanding of the framework of android science and how to use it in real human societies. Creating body parts of soft material by molding an existing person using a shape-memory form provides not only the humanlike texture of the body surface but also safe physical interaction, that is, humanlike interpersonal interaction between people and the android. The

Cross Cultural Design User Experience of Products Services and Intelligent Environments

Cross Cultural Design  User Experience of Products  Services  and Intelligent Environments
  • Author : Pei-Luen Patrick Rau
  • Publisher : Springer Nature
  • Release : 10 July 2020
GET THIS BOOK Cross Cultural Design User Experience of Products Services and Intelligent Environments

This two-volume set LNCS 12192 and 12193 constitutes the refereed proceedings of the 12th International Conference on Cross-Cultural Design, CCD 2020, held as part of HCI International 2020 in Copenhagen, Denmark in July 2020.The conference was held virtually due to the corona pandemic. The total of 1439 papers and 238 posters included in the 40 HCII 2020 proceedings volumes was carefully reviewed and selected from 6326 submissions. The regular papers of Cross-Cultural Design CCD 2020 presented in this volume were organized in topical sections named: Cross-Cultural User Experience Design; Culture-Based

Extimate Technology

Extimate Technology
  • Author : Ciano Aydin
  • Publisher : Routledge
  • Release : 20 January 2021
GET THIS BOOK Extimate Technology

This book investigates how we should form ourselves in a world saturated with technologies that are profoundly intruding in the very fabric of our selfhood. New and emerging technologies, such as smart technological environments, imaging technologies and smart drugs, are increasingly shaping who and what we are and influencing who we ought to be. How should we adequately understand, evaluate and appreciate this development? Tackling this question requires going beyond the persistent and stubborn inside-outside dualism and recognizing that what

Online Communities and Social Computing

Online Communities and Social Computing
  • Author : A. Ant Ozok,Panayiotis Zaphiris
  • Publisher : Springer Science & Business Media
  • Release : 15 July 2009
GET THIS BOOK Online Communities and Social Computing

The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5

Affective and Social Signals for HRI

Affective and Social Signals for HRI
  • Author : Hatice Gunes,Ginevra Castellano,Bilge Mutlu
  • Publisher : Frontiers Media SA
  • Release : 04 February 2020
GET THIS BOOK Affective and Social Signals for HRI

Designing robots with socio-emotional skills is a challenging research topic still in its infancy. These skills are important for robots to be able to provide not only physical, but also social support to human users, and to engage in and sustain long-term interactions with them in a variety of application domains that require human-robot interaction, including healthcare, education, entertainment, manufacturing, and many others. The availability of commercial robotic platforms and developments in collaborative academic research provide us a positive outlook,

Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
  • Author : Alberto Menache
  • Publisher : Elsevier
  • Release : 24 January 2011
GET THIS BOOK Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the

Cases on Virtual Reality Modeling in Healthcare

Cases on Virtual Reality Modeling in Healthcare
  • Author : Tang, Yuk Ming,Lun, Ho Ho,Chau, Ka Yin
  • Publisher : IGI Global
  • Release : 17 December 2021
GET THIS BOOK Cases on Virtual Reality Modeling in Healthcare

Virtual reality (VR) provides immersive stereoscopic visualization of virtual environments, and the visualization effect and computer graphics are critical to enhancing the engagement of participants and achieving optimal education and training effectiveness. Constructing realistic 3D models and scenarios for a specific application of VR simulation is no easy task. There are many different tools for 3D modeling. However, many of the modeling tools are used for manufacturing and product design applications and have advanced features and functions which may not