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A. Tinwell and M. N. Grimshaw, "Survival horror games - an uncanny modality," in Proc. Thinking After Dark International Conference, Apr. 23–25, 2009. 
Added by: Mark Grimshaw-Aagaard (02/06/2025, 14:53)   Last edited by: Mark Grimshaw-Aagaard (02/06/2025, 14:57)
Resource type: Proceedings Article
Peer reviewed
BibTeX citation key: Tinwell2009
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Categories: Computer Games
Keywords: Computer games, Emotion, Uncanny Valley
Creators: Grimshaw, Tinwell
Collection: Thinking After Dark International Conference
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Attachments   Tinwell_A_and_Grimshaw_M_2009_Survival_h.pdf [5/5]
Abstract
"This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character?s voice sounded, how human-like facial expression appeared and the synchronization of the character?s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny."
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
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