[PDF.49dc] The Uncanny Valley in Games and Animation
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The Uncanny Valley in Games and Animation
[PDF.di82] The Uncanny Valley in Games and Animation
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| #3245903 in Books | 2014-12-10 | Original language:English | PDF # 1 | 9.00 x6.25 x.75l,.0 | File type: PDF | 236 pages||||"It synthesizes the literature about the Uncanny Valley, explains its psychological foundations, and considers how facial expression and other facets can be applied to overcome the issues, and it also provides a new theory to compliment other writings on the
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 ...
You can specify the type of files you want, for your device.The Uncanny Valley in Games and Animation | Angela Tinwell. A good, fresh read, highly recommended.