Use this URL to cite or link to this record in EThOS: | https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.555852 |
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Title: | Viewer perception of facial expression and speech and the uncanny valley in realistic, human-like, virtual characters | ||||
Author: | Tinwell, Angela |
ISNI:
0000 0004 2718 6650
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Awarding Body: | University of Bolton | ||||
Current Institution: | University of Bolton | ||||
Date of Award: | 2012 | ||||
Availability of Full Text: |
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Abstract: | |||||
Those designing realistic, human-like, virtual characters for video games are seeking to
suspend disbelief for the viewer by creating characters that are believably human.
However, despite increasing sophistication in performance capture animation
techniques and 3D modelling software, viewers are still aware of disparities between a
character's realistic, human-like appearance and their behavioural fidelity. Those
characters that differ from the human norm in their appearance and. behaviour risk
falling into the 'Uncanny Valley' (Mori, 1970), a hypothetical place where objects
regarded as frightening or repulsive are placed. Through a series of empirical studies, I
have contributed to filling an evident gap in the literature on how the uncanny may be
controlled by manipulating aspects of facial expression and speech in character design.
The results from my initial empirical investigation lead to a new standpoint as to
possible psychological factors that contribute to the cause of the Uncanny Valley based
on the idea that aberrant facial expression in a character may lead to a perception of a
lack of empathy in that character. The findings are not only applicable to characters
featured in video games, but also those featured in animation and in virtual simulations
beyond the domain of entertainment, such as healthcare and education.
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Supervisor: | Not available | Sponsor: | Not available | ||
Qualification Name: | Thesis (Ph.D.) | Qualification Level: | Doctoral | ||
EThOS ID: | uk.bl.ethos.555852 | DOI: | Not available | ||
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