Viewer perception of facial expression and speech and the uncanny valley in realistic, human-like, virtual characters
Those designing realistic, human-like, virtual characters for video games are seeking to suspend disbelief for the viewer by creating characters that are believably human. However, despite increasing sophistication in performance capture animation techniques and 3D modelling software, viewers are st...
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University of Bolton
2012
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Online Access: | http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.555852 |