The uncanny valley in games & animation

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The uncanny valley in games & animation
Angela Tinwell
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Last edited by MARC Bot
December 15, 2022 | History

The uncanny valley in games & animation

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"This book is based on a series of empirical studies the author conducted to establish how aspects of facial expression and speech may be manipulated to control the uncanny valley in character design. It presents a novel theory that goes beyond previous research in that the cause of the uncanny valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the uncanny and its implications for computer-graphics animation. "--

Publish Date
Language
English
Pages
211

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Edition Availability
Cover of: The uncanny valley in games & animation
The uncanny valley in games & animation
2015, CRC Press/Taylor & Francis Group
in English
Cover of: Uncanny Valley in Games and Animation
Uncanny Valley in Games and Animation
2014, CRC Press LLC
in English
Cover of: Uncanny Valley in Games and Animation
Uncanny Valley in Games and Animation
2014, CRC Press LLC
in English

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Book Details


Edition Notes

"An A K Peters Book."

Includes bibliographical references and index.

Published in
Boca Raton
Other Titles
Uncanny valley in games and animation

Classifications

Dewey Decimal Class
006.6/96
Library of Congress
TR897.7 .T597 2015, TR897.7.T597 2014, TR897.7 .T597 2015eb

The Physical Object

Pagination
xxiv, 211 pages
Number of pages
211

ID Numbers

Open Library
OL31030780M
ISBN 13
9781466586949
LCCN
2014024617
OCLC/WorldCat
899003993

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History

Download catalog record: RDF / JSON
December 15, 2022 Edited by MARC Bot import existing book
November 13, 2020 Created by MARC Bot import new book