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dc.contributor.authorMCDONNELL, RACHELen
dc.date.accessioned2011-01-13T16:35:07Z
dc.date.available2011-01-13T16:35:07Z
dc.date.created16-18 December 2010en
dc.date.issued2010en
dc.date.submitted2010en
dc.identifier.citationMcDonnell, R. and M. Breidt, Face Reality: Investigating the Uncanny Valley for virtual faces, Proceedings of the 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia, 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (SIGGRAPH Asia 2010), Seoul, 16-18 December 2010, 2010en
dc.identifier.otherYen
dc.descriptionPUBLISHEDen
dc.descriptionSeoulen
dc.description.abstractThe Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual humans often appear unintentionally erie or creepy. This UV theory was ?rst hypothesized by robotics professor Masahiro Mori in the 1970?s [Mori 1970] but is still taken seriously today by movie and game developers as it can stop audiences feeling emotionally engaged in their stories or games. It has been speculated that this is due to audiences feeling a lack of empathy towards the characters. With the increase in popularity of interactive drama video games (such as L.A. Noire or Heavy Rain), delivering realistic conversing virtual characters has now become very important in the real-time domain. Video game rendering techniques have advanced to a very high quality; however, most games still use linear blend skinning due to the speed of computation. This causes a mismatch between the realism of the appearance and animation, which can result in an uncanny character. Many game developers opt for a stylised rendering (such as celshading) to avoid the uncanny effect [Thompson 2004]. In this preliminary work, we begin to study the complex interaction between rendering style and perceived trust, in order to provide guidelines for developers for creating plausible virtual characters. It has been shown that certain psychological responses, including emotional arousal, are commonly generated by deceptive situations [DePaulo et al. 2003]. Therefore, we used deception as a basis for our experiments to investigate the UV theory. We hypothesised that deception ratings would correspond to empathy, and that highly realistic characters would be rated as more deceptive than stylised ones.en
dc.description.sponsorshipThis work was funded by a TCD postdoctoral Innovation Bursary, the Science Foundation Ireland Metropolis Project, DFG grant Perceptual Graphics PAK 38 CU 149/1-2, and EU Project ?Tango? (ICT-2009-C 249858).en
dc.language.isoenen
dc.rightsYen
dc.subjectDigital designen
dc.subjectUncanny Valley (UV)en
dc.titleFace Reality: Investigating the Uncanny Valley for virtual facesen
dc.title.alternativeProceedings of the 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asiaen
dc.title.alternative3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (SIGGRAPH Asia 2010)en
dc.typeConference Paperen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/ramcdonnen
dc.identifier.rssinternalid70414en
dc.identifier.rssurihttp://gv2.cs.tcd.ie/mcdonner/papers/SiggraphAsiaSketch2010.pdfen
dc.contributor.sponsorScience Foundation Ireland (SFI)en
dc.identifier.urihttp://hdl.handle.net/2262/49128


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