
- 236 pages
- English
- PDF
- Available on iOS & Android
eBook - PDF
The Uncanny Valley in Games and Animation
About this book
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
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Yes, you can access The Uncanny Valley in Games and Animation by Angela Tinwell in PDF and/or ePUB format, as well as other popular books in Computer Science & Computer Graphics. We have over one million books available in our catalogue for you to explore.
Information
Table of contents
- Front Cover
- Contents
- Acknowledgments
- Author Biography
- Introduction
- 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-ÂConcept (Ego)
- Chapter 8: Will We Ever Overcome the Uncanny Valley?
- Back Cover