HKUST(GZ) Computational Media Arts |
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Resource type: Proceedings Article Language: en: English Peer reviewed DOI: 10.1145/1621841.16218 BibTeX citation key: Tinwell2009a Email resource to friend View all bibliographic details |
Categories: General Keywords: Characters, Computer games, Emotion, photo-realistic, Uncanny Valley, Video Games Creators: Grimshaw, Tinwell Publisher: Tampere University (Finland) Collection: MindTrek |
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Attachments
Bridging_the_Uncanny_MG.pdf |
URLs https://dl.acm.org ... 45/1621841.1621855 |
Abstract |
This paper proposes that increasing technological sophistication in the creation of realism for human-like virtual characters is matched by increasing technological discernment on the part of the viewer. One of the goals for achieving a realism that is believable for virtual characters is to overcome the Uncanny Valley where perceived eeriness or familiarity are rated against perceived human-likeness. Empirical evidence shows the uncanny can be applied to virtual characters, yet implies a more complex picture than the shape of a deep valley with a sharp gradient as depicted in Mori?s original plot of the Uncanny Valley. Our results imply that: (1) perceived familiarity is dependent upon a wider range of variables other than appearance and behaviour; and (2) for realistic, human-like characters, the Uncanny Valley is better replaced with the notion of an Uncanny Wall because the Uncanny Valley, as a concept, is not fully supported by the empirical evidence but, more importantly as a standard for creating human-like realism, is an impossible traverse.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
Notes |
Paper to be presented at the 13th International Academic Conference MindTrek, 30 September - 2 October 2009. The conference website is available at http://www.mindtrek.org/2009/; MindTrek ; Conference date: 30-09-2009 Through 02-10-2009
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard |
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