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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Bibliographic Details
Main Author: Tinwell, Angela
Published: University of Bolton 2012
Subjects:
Online Access:http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.555852