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The uncanny valley in games & animation /

"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...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Tinwell, Angela (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Boca Raton, Florida : CRC Press, 2015.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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100 1 |a Tinwell, Angela,  |e author. 
245 1 4 |a The uncanny valley in games & animation /  |c Angela Tinwell. 
264 1 |a Boca Raton, Florida :  |b CRC Press,  |c 2015. 
264 4 |c ©20 
264 4 |c ©2015 
300 |a 1 online resource (232 pages) :  |b color illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
500 |a "A K Peters Book." 
504 |a Includes bibliographical references at the end of each chapters. 
588 0 |a Print version record. 
505 0 |a Chapter 1. The uncanny valley -- chapter 2. Previous investigation into the uncanny valley -- chapter 3. Survival horror characters and the uncanny -- chapter 4. Uncanny facial expression of emotion -- chapter 5. Applying psychological plausibility to the uncanny valley -- chapter 6. The mind's mirror and the uncanny -- chapter 7. Attachment theory and threat to self-concept (ego) -- chapter 8. Will we ever overcome the uncanny valley? 
520 |a "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."--  |c Provided by publisher 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Computer animation. 
650 0 |a Computer graphics. 
650 0 |a Video games  |x Design. 
650 0 |a Computer games  |x Social aspects. 
650 0 |a Human engineering. 
650 6 |a Animation par ordinateur. 
650 6 |a Infographie. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Ergonomie. 
650 7 |a computer animation.  |2 aat 
650 7 |a computer graphics.  |2 aat 
650 7 |a ergonomics.  |2 aat 
650 7 |a COMPUTERS  |x Computer Graphics.  |2 bisacsh 
650 7 |a COMPUTERS  |x Programming  |x Games.  |2 bisacsh 
650 7 |a TECHNOLOGY & ENGINEERING  |x Robotics.  |2 bisacsh 
650 7 |a Computer animation  |2 fast 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Computer games  |x Social aspects  |2 fast 
650 7 |a Computer graphics  |2 fast 
650 7 |a Human engineering  |2 fast 
776 0 8 |i Print version:  |a Tinwell, Angela.  |t Uncanny valley in games & animation.  |d Boca Raton, Florida : CRC Press, ©2015  |h xxiv, 204 pages  |z 9781466586949 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781466586949/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
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