In this experiment we examine the uncanny valley effect as a guide, albeit incomplete, to designing engaging humanlike interfaces. In this effect falling just short of perfection in creating synthetic humans elicits a pronounced negative reaction and here this is explored with talking head animations focusing on naturalness in speech, appearance and face motion. We implemented a set of techniques to manipulate naturalness for each of these aspects, and present the results of our study evaluating these stimuli. Outcomes of this method provide insights for the choice of the degree of realism or naturalness required for various talking heads
The goal of this project is to investigate how facial expression asymmetry is perceived and reacted ...
In this paper we describe how 2D appearance models can be applied to the problem of creating a near-...
Since conversation is a central human activity, the synthesis of proper conversational behavior for ...
Here the "Uncanny Valley", where falling just short of perfection in creating synthetic humans exact...
As computing becomes ever more pervasive in everyday life, new interface metaphors are urgently requ...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
Since conversation is a central human activity, the synthesis of proper conversational behavior for ...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
By utilizing different communication channels, such as verbal language, gestures or facial expressio...
With the recent virtualization of our everyday lives and the development of intelligent AI technolog...
The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual h...
The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual h...
The goal of this project is to investigate how facial expression asymmetry is perceived and reacted ...
In this paper we describe how 2D appearance models can be applied to the problem of creating a near-...
Since conversation is a central human activity, the synthesis of proper conversational behavior for ...
Here the "Uncanny Valley", where falling just short of perfection in creating synthetic humans exact...
As computing becomes ever more pervasive in everyday life, new interface metaphors are urgently requ...
This chapter provides an overview of a current research project investigatingthe Uncanny Valley phen...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
Since conversation is a central human activity, the synthesis of proper conversational behavior for ...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
By utilizing different communication channels, such as verbal language, gestures or facial expressio...
With the recent virtualization of our everyday lives and the development of intelligent AI technolog...
The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual h...
The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual h...
The goal of this project is to investigate how facial expression asymmetry is perceived and reacted ...
In this paper we describe how 2D appearance models can be applied to the problem of creating a near-...
Since conversation is a central human activity, the synthesis of proper conversational behavior for ...