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The Uncanny Valley in Games and Animation

The Uncanny Valley in Games and Animation PDF Author: Angela Tinwell
Publisher: CRC Press
ISBN: 146658694X
Category : Computers
Languages : en
Pages : 240

Book 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 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.

The Uncanny Valley in Games and Animation

The Uncanny Valley in Games and Animation PDF Author: Angela Tinwell
Publisher: CRC Press
ISBN: 146658694X
Category : Computers
Languages : en
Pages : 240

Book 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 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.

The Uncanny Valley

The Uncanny Valley PDF Author: Gregory Miller
Publisher: CreateSpace
ISBN: 9781494852870
Category : Fiction
Languages : en
Pages : 140

Book Description
The Uncanny Valley…“…is a macabre serenade to a small town that may or may not exist, peopled with alive and dead denizens who wander about the hills and houses with creepy fluidity. Told by individual inhabitants, the stories recount tales of disappearing dead deer, enchanted gardens, invisible killer dogs, and rattlesnakes that fall from the sky; each contribution adds to a composite portrait that skitters between eerie, ghoulish, and poignant. Miller is a master storyteller, clearly delighting in his mischievous creations.”Thirty-Three Tales. Thirty-Three Tellers. One Lost Town.

Uncanny Valley

Uncanny Valley PDF Author: Lawrence Weschler
Publisher: Catapult
ISBN: 1582438412
Category : Social Science
Languages : en
Pages : 315

Book Description
Shuttling between cultural comedies and political tragedies, Lawrence Weschler's articles have throughout his long career intrigued readers with his unique insight into everything he examines, from the ordinary to the extraordinary. Uncanny Valley continues the page–turning conversation as Weschler collects the best of his narrative nonfiction from the past fifteen years. The title piece surveys the hapless efforts of digital animators to fashion a credible human face, the endlessly elusive gold standard of the profession. Other highlights include profiles of novelist Mark Salzman, as he wrestles with a hilariously harrowing bout of writer's block; the legendary film and sound editor Walter Murch, as he is forced to revisit his work on Apocalypse Now in the context of the more recent Iraqi war film Jarhead; and the artist Vincent Desiderio, as he labors over an epic canvas portraying no less than a dozen sleeping figures. With his signature style and endless ability to wonder, Weschler proves yet again that the "world is strange, beautiful, and connected" (The Globe and Mail). Uncanny Valley demonstrates his matchless ability to analyze the marvels he finds in places and people and offers us a new, sublime way of seeing the world.

The Uncanny Valley Girl

The Uncanny Valley Girl PDF Author: Stephen W Houser
Publisher: Lionel A. Blanchard
ISBN: 9781733585811
Category :
Languages : en
Pages : 204

Book Description
Artificial intelligence. Replicant. Robot. Humanot. When artificial intelligents first entered society, their designers strove to overcome the gap between being human and looking human. But people could always spot even the most human appearing AIs as artificial. Uncanny valley was an engineering term to designate this alienation--this gap--that humans experienced when seeing robot imitations that were somehow off. Existing beyond the divide that separated them from humans. Mirages. Imitations. Fakes. Soon they were rudely labeled humanots by those who came to fear and hate them.

Beyond the Uncanny Valley

Beyond the Uncanny Valley PDF Author: Claudia Schmuckli
Publisher: Cameron
ISBN: 9781951836009
Category : Conscious automata in art
Languages : en
Pages : 0

Book Description
"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 a machine and people's comfort level with its presence. Criticized as flawed from the moment of its appearance and eventually debunked by empirical studies, Mori's original mapping of the "uncanny valley" may have no scientific grounding, but the term still endures as an apt metaphor for a technologically induced terrain of philosophical, biological, and social uncertainty. With the development of major technologies from the atom bomb to the digital computer and the emergence of cybernetics and artificial intelligence as academic disciplines since the Second World War, this terrain is no longer the sole purview of life-like automatons or robots but is increasingly occupied by developments in machine intelligence, biodigital mergence, and related issues of cloning and other forms of genetic manipulation that have reshaped the debate around the liminality of humanity. As the construction and definitions of subjectives and societies are increasingly organized and shaped by technological events that imitate or improve upon-even if only partially-fundamental functions of our bodies and minds, the question of what it means to be or remain human has been reopened for debate"--

Multidisciplinary Perspectives on New Media Art

Multidisciplinary Perspectives on New Media Art PDF Author: Soares, Celia
Publisher: IGI Global
ISBN: 1799836711
Category : Art
Languages : en
Pages : 279

Book Description
New media has been gaining importance in the academic world as well as the artistic world through the concept of new media art. As the connections between art and communication technologies grow and further embrace a wide range of concepts, interpretations, and applications, the number of disciplines that will be touched will likewise continue to expand. Multidisciplinary Perspectives on New Media Art is a collection of innovative research on the methods and intersections between new media, artistic practices, and digital technologies. While highlighting topics including audience relationship, digital art, and computer animation, this book is ideally designed for academicians, researchers, high-level art students, and art professionals.

The Uncanny Valley

The Uncanny Valley PDF Author: Erin Cairns
Publisher: InkFoundry
ISBN:
Category : Fiction
Languages : en
Pages : 440

Book Description
Beacon city hovers on the edge of civil unrest as sentient androids and AI networks take homes, jobs, and families. Rebellion leaders on both sides of the near-robot-apocalypse are looking for any excuse to start a war that will decide, once and for all, who the future belongs to. Detective Tyler Shaw couldn’t really give a shit about plastics or their ‘rights’, but when his partner violently self-destructs in the middle of the precinct, suddenly, the whole city is watching— and demanding answers. As his investigation spirals into shadowy conspiracies involving dangerous vigilantes, hackers, drugs, and android trafficking, he discovers a rot so deep it may already be growing in Tyler himself.

Fake Accounts

Fake Accounts PDF Author: Lauren Oyler
Publisher: Catapult
ISBN: 1646221249
Category : Fiction
Languages : en
Pages : 273

Book Description
A NATIONAL BESTSELLER * A NEW YORK TIMES BOOK REVIEW EDITORS’ CHOICE * A WASHINGTON POST BEST BOOK OF THE YEAR "An invigorating work, deadly precise in its skewering of people, places and things . . . Stylish, despairing and very funny, Fake Accounts . . . adroitly maps the dwindling gap between the individual and the world." —Katie Kitamura, The New York Times Book Review A woman in a tailspin discovers that her boyfriend is an anonymous online conspiracy theorist in this “absolutely brilliant take on the bizarre and despicable ways the internet has warped our perception of reality” (Elle, One of the Most Anticipated Books of the Year). On the eve of Donald Trump's inauguration, a young woman snoops through her boyfriend's phone and makes a startling discovery: he's an anonymous internet conspiracy theorist, and a popular one at that. Already fluent in internet fakery, irony, and outrage, she's not exactly shocked by the revelation. Actually, she's relieved--he was always a little distant--and she plots to end their floundering relationship while on a trip to the Women's March in DC. But this is only the first in a series of bizarre twists that expose a world whose truths are shaped by online lies. Suddenly left with no reason to stay in New York and increasingly alienated from her friends and colleagues, our unnamed narrator flees to Berlin, embarking on her own cycles of manipulation in the deceptive spaces of her daily life, from dating apps to expat meetups, open-plan offices to bureaucratic waiting rooms. She begins to think she can't trust anyone--shouldn't the feeling be mutual? Narrated with seductive confidence and subversive wit, Fake Accounts challenges the way current conversations about the self and community, delusions and gaslighting, and fiction and reality play out in the internet age.

Uncanny Valley

Uncanny Valley PDF Author: Thomas Gibbons
Publisher: Dramatists Play Service, Inc.
ISBN: 0822233282
Category : Drama
Languages : en
Pages : 56

Book Description
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 few body parts at a time over the course of the play, Claire teaches him how to be as human as possible: mirroring people’s speech, engaging in small-talk, playing a musical instrument. Their deepening friendship and Julian’s growing “humanity” lead to the revelations of an unhealed sorrow in Claire’s personal life and, ultimately, the purpose for which Julian has been created. UNCANNY VALLEY explores the painful divide between creator and creation, the inherent unpredictability of consciousness, and how we are redefining what it means to be human in the twenty-first century.

The Uncanny Valley Hypothesis and Beyond

The Uncanny Valley Hypothesis and Beyond PDF Author: Marcus Cheetham
Publisher: Frontiers Media SA
ISBN: 2889454436
Category : Robotics
Languages : en
Pages : 142

Book Description
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 on the meaning and relevance of the Uncanny Valley Hypothesis for anthropomorphic design. Current understanding of the "uncanny" idea is still fragmentary and further original research is needed. However, the emerging picture indicates that the relationship between humanlike realism and subjective experience and behaviour may not be as straightforward as the Uncanny Valley Hypothesis suggests. This Research Topic brings together researchers from traditionally separate domains (including robotics, computer graphics, cognitive science, psychology and neuroscience) to provide a snapshot of current work in this field. A diversity of issues and questions are addressed in contributions that include original research, review, theory, and opinion papers.