The Uncanny Valley in Games and Animation
eBook - PDF

The Uncanny Valley in Games and Animation

Angela Tinwell

  1. 236 pages
  2. English
  3. PDF
  4. Available on iOS & Android
eBook - PDF

The Uncanny Valley in Games and Animation

Angela Tinwell

Book details
Table of contents

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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Table of contents

  1. Front Cover
  2. Contents
  3. Acknowledgments
  4. Author Biography
  5. Introduction
  6. Chapter 1: The Uncanny Valley
  7. Chapter 2: Previous Investigation into the Uncanny Valley
  8. Chapter 3: Survival Horror Characters and the Uncanny
  9. Chapter 4: Uncanny Facial Expression of Emotion
  10. Chapter 5: Applying Psychological Plausibility to the Uncanny Valley
  11. Chapter 6: The Mind’s Mirror and the Uncanny
  12. Chapter 7: Attachment Theory and Threat to Self-­Concept (Ego)
  13. Chapter 8: Will We Ever Overcome the Uncanny Valley?
  14. Back Cover