Description |
1 online resource (232 pages) : color illustrations |
Note |
"A K Peters Book." |
Bibliography |
Includes bibliographical references at the end of each chapters. |
Contents |
Chapter 1. The uncanny valley -- chapter 2. Previous investigation into the uncanny valley -- chapter 3. Survival horror characters and the uncanny -- chapter 4. Uncanny facial expression of emotion -- chapter 5. Applying psychological plausibility to the uncanny valley -- chapter 6. The mind's mirror and the uncanny -- chapter 7. Attachment theory and threat to self-concept (ego) -- chapter 8. Will we ever overcome the uncanny valley? |
Summary |
"This book is based on a series of empirical studies the author conducted to establish how aspects of facial expression and speech may be manipulated to control the uncanny valley in character design. It 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 and its implications for computer-graphics animation."-- Provided by publisher |
Subject |
Computer animation.
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Computer graphics.
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Video games -- Design.
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Computer games -- Social aspects.
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Human engineering.
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Animation par ordinateur. |
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Infographie. |
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Jeux vidéo -- Conception. |
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Ergonomie. |
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computer animation. |
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computer graphics. |
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ergonomics. |
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Computer animation |
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Computer games -- Design |
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Computer games -- Social aspects |
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Computer graphics |
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Human engineering |
Other Form: |
Print version: Tinwell, Angela. Uncanny valley in games & animation. Boca Raton, Florida : CRC Press, ©2015 xxiv, 204 pages 9781466586949 |
ISBN |
9781466586956 (e-book) |
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1466586958 (e-book) |
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146658694X (hardback) |
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9781466586949 (hardback) |
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