The Uncanny Valley in Games and Animation (Hardcover)

Angela Tinwell

商品描述

Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications.

In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design.

The Uncanny Valley in Games and Animation 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 Valley and its implications for computer-graphics animation.

商品描述(中文翻譯)

科技的進步使得動畫師和電子遊戲設計師能夠設計出越來越逼真、人類般的角色。儘管這種增加的逼真度旨在讓觀眾能夠欣賞角色的情感狀態,但研究表明,隨著角色的人類相似度增加,觀眾往往會產生負面反應。這種現象被稱為「詭異谷」,已成為衡量角色是否真實可信、人類化的標準。本書是一本關於如何在數位應用中設計人類化角色時克服詭異谷現象的重要指南。

在本書中,作者提供了有關詭異谷現象的文獻摘要,並解釋了它是如何被引入當代思想的。她還根據一系列實證研究提出了可能的心理原因理論。本書重點介紹了如何通過調整面部表情和語言等方面來克服詭異谷在角色設計中的問題。

《遊戲和動畫中的詭異谷》提出了一個新穎的理論,超越了以往的研究,認為詭異谷的原因在於角色缺乏共情能力。本書對我們對詭異谷現象的理解做出了原創性的學術貢獻,並填補了文獻中對詭異谷的生物和社會根源以及其對電腦圖形動畫的影響的研究空白。