Title: The uncanny valley in games & animation
Description: "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. "--
Subjects: Computer animation, Computer graphics, Computer games, Design, Social aspects, Human engineering, Human mechanics, Computer simulation, Human body, COMPUTERS / Computer Graphics, COMPUTERS / Programming / Games, TECHNOLOGY & ENGINEERING / Robotics, Animation par ordinateur, Infographie, Jeux d'ordinateur, Conception, Ergonomie, Ergonomics, COMPUTERS, Computer Graphics, Programming, Games, TECHNOLOGY & ENGINEERING, Robotics