dc.contributor.author | MCDONNELL, RACHEL | en |
dc.date.accessioned | 2011-01-13T16:35:07Z | |
dc.date.available | 2011-01-13T16:35:07Z | |
dc.date.created | 16-18 December 2010 | en |
dc.date.issued | 2010 | en |
dc.date.submitted | 2010 | en |
dc.identifier.citation | McDonnell, 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, 2010 | en |
dc.identifier.other | Y | en |
dc.description | PUBLISHED | en |
dc.description | Seoul | en |
dc.description.abstract | The 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.sponsorship | This 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.iso | en | en |
dc.rights | Y | en |
dc.subject | Digital design | en |
dc.subject | Uncanny Valley (UV) | en |
dc.title | Face Reality: Investigating the Uncanny Valley for virtual faces | en |
dc.title.alternative | Proceedings of the 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia | en |
dc.title.alternative | 3rd ACM SIGGRAPH Conference and Exhibition on Computer Graphics and Interactive Techniques in Asia (SIGGRAPH Asia 2010) | en |
dc.type | Conference Paper | en |
dc.type.supercollection | scholarly_publications | en |
dc.type.supercollection | refereed_publications | en |
dc.identifier.peoplefinderurl | http://people.tcd.ie/ramcdonn | en |
dc.identifier.rssinternalid | 70414 | en |
dc.identifier.rssuri | http://gv2.cs.tcd.ie/mcdonner/papers/SiggraphAsiaSketch2010.pdf | en |
dc.contributor.sponsor | Science Foundation Ireland (SFI) | en |
dc.identifier.uri | http://hdl.handle.net/2262/49128 | |