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"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. "--
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Subjects
Computer animation, Computer graphics, Computer games, Design, Social aspects, Human engineering, Human mechanics, Computer simulation, Human body, COMPUTERS / Computer Graphics, COMPUTERS / Programming / Games, TECHNOLOGY & ENGINEERING / Robotics, Animation par ordinateur, Infographie, Jeux d'ordinateur, Conception, Ergonomie, Ergonomics, COMPUTERS, Computer Graphics, Programming, Games, TECHNOLOGY & ENGINEERING, RoboticsShowing 3 featured editions. View all 3 editions?
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The uncanny valley in games & animation
2015, CRC Press/Taylor & Francis Group
in English
146658694X 9781466586949
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Book Details
Edition Notes
"An A K Peters Book."
Includes bibliographical references and index.
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Feedback?December 15, 2022 | Edited by MARC Bot | import existing book |
November 13, 2020 | Created by MARC Bot | import new book |