This study investigates the relationship between the uncanny valley effect and perceived facial expressions in anthropomorphized virtual animals. This thesis builds upon previous research by the author in the hopes of addressing previously identified limitations and reinforcing the data of the earlier study. The aim is to examine whether the uncanny valley effect can be triggered by a mismatch between realistic and stylized facial animations applied to a realistic or stylized 3D animal, and if this effect varies depending on the expression portrayed. A research questionnaire was used to assess whether participants experience uncanniness when there is a discrepancy between the level of realism and stylization in the animation of virtual anim...
The Uncanny Valley hypothesis has been widely used in the areas of computer graphics and human-robot...
VK: Takala, T.The uncanny valley hypothesis, proposed already in the 1970s, suggests that almost but...
Recent advances in computer animation and robotics have lead to greater and greater realism of human...
People have a tendency to apply human characteristics to animals, i.e anthropomorphisation. With thi...
A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hyp...
abstract: Anthropomorphic animal characters are common in animation, but there is limited data on th...
The uncanny valley theory explains the relationship between human’s emotional response and the “real...
Ever since its introduction in 1970 by the roboticist Dr. Mori, the uncanny valley has become an int...
AbstractHuman replicas may elicit unintended cold, eerie feelings in viewers, an effect known as the...
Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opene...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
The uncanny valley theory is an idea pioneered by Masahiro Mori in 1970 in relation to the psycholo...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
Background. Empathic interactions with animated game characters can help improve user experience, in...
Human replicas may elicit unintended cold, eerie feelings in viewers, an effect known as the uncanny...
The Uncanny Valley hypothesis has been widely used in the areas of computer graphics and human-robot...
VK: Takala, T.The uncanny valley hypothesis, proposed already in the 1970s, suggests that almost but...
Recent advances in computer animation and robotics have lead to greater and greater realism of human...
People have a tendency to apply human characteristics to animals, i.e anthropomorphisation. With thi...
A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hyp...
abstract: Anthropomorphic animal characters are common in animation, but there is limited data on th...
The uncanny valley theory explains the relationship between human’s emotional response and the “real...
Ever since its introduction in 1970 by the roboticist Dr. Mori, the uncanny valley has become an int...
AbstractHuman replicas may elicit unintended cold, eerie feelings in viewers, an effect known as the...
Rapid technical advances in the field of computer animation (CA) and virtual reality (VR) have opene...
With technology allowing for increased realism in video games, realistic, human-like characters risk...
The uncanny valley theory is an idea pioneered by Masahiro Mori in 1970 in relation to the psycholo...
This paper presents a study of how exaggerated facial expression in the lower face region affects pe...
Background. Empathic interactions with animated game characters can help improve user experience, in...
Human replicas may elicit unintended cold, eerie feelings in viewers, an effect known as the uncanny...
The Uncanny Valley hypothesis has been widely used in the areas of computer graphics and human-robot...
VK: Takala, T.The uncanny valley hypothesis, proposed already in the 1970s, suggests that almost but...
Recent advances in computer animation and robotics have lead to greater and greater realism of human...