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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Uncanny valley

Murthy, Roshan T. 14 April 2014 (has links)
The following report describes the pre-production, production, and post-production stages of the short film UNCANNY VALLEY, a film about a person trying to digitally resurrect his deceased mother. After his mother passes away from cancer, Anish finds a place where he can input data in order to breathe life into expired things. UNCANNY VALLEY touches on the subject of the proliferation of personal data and how it might be used to reconstruct an incomplete portrait of a given period of time. This report recounts the experience of producing the film as well as insights into the writing process and the pre-production process. Supplemental materials include a final draft of the script and storyboards. / text
2

HUMAN EMOTION AND THE UNCANNY VALLEY: A GLM, MDS, AND ISOMAP ANALYSIS OF ROBOT VIDEO RATINGS

Ho, Chin-Chang 04 November 2009 (has links)
ix ABSTRACT Chin-Chang Ho HUMAN EMOTION AND THE UNCANNY VALLEY: A GLM, MDS, AND ISOMAP ANALYSIS OF ROBOT VIDEO RATINGS The eerie feeling attributed to human-looking robots and animated characters may be a key factor in our perceptual and cognitive discrimination between the human and the merely humanlike. This study applies factor analysis, correlation, the generalized linear model (GLM), multidimensional scaling (MDS), and kernel isometric mapping (ISOMAP) to analyze ratings of 27 emotions of 16 moving figures whose appearance varies along a human likeness continuum. The results indicate (1) Attributions of eerie and creepy better capture human visceral reaction to an uncanny robot than strange. (2) Eeriness and creepiness are mainly associated with fear but also shocked, disgusted, and nervous. Strange and humanlike are less strongly associated with emotion. (3) Thus, strange and humanlike may be more cognitive, while eerie and creepy are more perceptual and emotional. (4) Human and facial features increase ratings of human likeness. (5) Women are slightly more sensitive to eerie and creepy than men; and older people may be more willing to attribute human likeness to a robot despite its eeriness.
3

The Surface of Acceptability in Virtual Faces

Andreason, Scot Philip 16 December 2013 (has links)
This paper explores the surface properties of skin and eyes and their importance in the acceptance and success of a digital human face, specifically in relation to the uncanny valley. The uncanny valley hypothesis states that as a human representation approaches photo-realism, subtle differences from reality become unsettling. Recent studies suggest that the uncanny valley could exist over a far greater range, affecting abstract human representations as well. These competing findings are explored by analyzing how changes to the surface of a digital character affect its level of acceptance. A female facial model is used as a base to compare a spectrum of different simulated real-world materials. The variations range from materials that are nearly identical to human skin, to those that are completely divergent from it, thus unnatural. After studying this catalogue of materials, it is concluded that given the right conditions, the uncanny valley can occur when facial representations are very near realism, as well as when human-likeness is quite distant from reality.
4

Can the Uncanny Valley be bridged? : An evaluation of stylization and design for realistic human characters

Kraft, Benjamin January 2017 (has links)
This study investigated the Uncanny Valley and whether using stylization and design may mitigate the negative effects of it. A survey was carried out where respondents had to rate a series of images, which where edited to be stylized in progressively higher degrees, in appeal and realism. All levels of stylization saw small gradual decreases in realism, whilst values of appeal remained static until the three last images where it diminished. Possibly there may be a way of designing characters to have a limited degree of realism whilst not evoking the eeriness associated with the Uncanny Valley.
5

Ögonfärgers påverkan : På realistiska spelkaraktärer inom actiongenren / Impact of eye colors : On realistic game characters within the action genre

Olofsson, Linnea January 2017 (has links)
Detta examensarbete undersöker om ögonfärger och former kring ögonen hos spelkaraktärer i action-genren och om ovanliga aspekter kring dessa kan orsaka en kuslig effekt som minskar trovärdigheten hos dem. Teorier kring hur människor uppfattar varandra, “The Uncanny Valley” samt stereotyper i dataspel och samhället har använts som grund för att analysera arbetet. För att undersöka detta ämne togs 15 ritade koncept utav tre spelkaraktärer från olika kända dataspel. Koncepten skapades med fokus på karaktärens grunddesign, ovanliga och neonfärger, asymmetri samt vidgade ögon. Undersökningen genomfördes med en enkät och en semistrukturerad intervju för 6 informanter som hade någon form av erfarenhet att spela dataspel. Syftet med undersökningen var att ta reda på om man kunde använda sig av att ändra ögonens färgsättning hos karaktärer i en spelgenre där detta i nuläget inte är vanligt förekommande, utan att karaktären för den skull upplevs som obehaglig och onaturlig.
6

Motion capture av stiliserade karaktärer : Hur motion capture inverkar på karaktärer med lägre detaljnivå / Motion capture of stilistic characters : How motion capture affects characters with lower detail

Nori, David January 2018 (has links)
No description available.
7

UNCANNY PROCESSING: MISMATCHES BETWEEN PROCESSING STYLE AND FEATURAL CUES TO HUMANITY CONTRIBUTE TO UNCANNY VALLEY EFFECTS

Almaraz, Steven Michael 21 February 2017 (has links)
No description available.
8

Realistiskt eller överdrivet? : En studie om uncanny valley i animerad film / Realistic or exaggerated? : A study about uncanny valley in animated movies

Helmisaari, My, Torin, Tintin January 2019 (has links)
Till följd av snabba framsteg inom animeringsteknik har möjligheten att skapa realistiska datorgenererade karaktärer resulterat i att fenomenet uncanny valley eller på svenska kusliga dalen, som tidigare endast nämnts i samband med robotik, också visat sig existera i animerad film. Uncanny valley beskriver den subjektiva punkten när en virtuell karaktär uppfattas för realistisk eller människolik vilket leder till att den emotionella responsen hos betraktaren blir negativ istället för empatisk och engagerande. Syftet med studien är att kvalitativt undersöka den empatiska responsen hos en person som tittar på animerad film i uncanny valley jämfört med den känslomässiga reaktionen när personen i fråga tittar på animerad film vars karaktärer stiliserats och överdrivits för att undvika uncanny valley. I undersökningen fick 15 elever se 12 klipp från tre olika filmer, varav en film fungerade som normalfall för empatisk respons. Klippen följde en karaktär från respektive film när den upplever glädje, sorg, ilska och rädsla. Deltagarna blev därefter ombedda att bedöma hur starkt de berördes av scenerna och vilken av de fyra nämnda känslorna de trodde klippen förmedlade. Resultatet av studien visar att animerad film som faller i uncanny valley påverkar den empatiska responsen negativt och att animerade filmer med karaktärer som överdrivits och stiliserats för att undvika uncanny valley i de flesta fall uppfattas som bättre och lättare att empatisera med. Resultaten pekade även på att deltagarna hade svårare att uppfatta känslor i film som var animerad otion capture teknik, dvs film där uncanny valley fenomenet ofta uppstår. / Due to rapid advances in animation technology the opportunity to create increasingly realistic computer generated characters has resulted in that the phenomenon of uncanny valley, as previously mentioned only in robotics, also proved to exist in animated film. The uncanny valley describes the subjective point when the virtual characters are deemed too realistic or human like and the emotional reaction towards them is negative rather than empathetic and engaging.‌ The purpose of this study is to qualitatively examine the empathic response of a viewer watching clips from an animated movie in uncanny valley as well as a an animated movie that has been exaggerated and stylized. To research this, 15 students watched 12 clips from three different movies, one movie serving as a normal case for empathic response. The clip followed one character from each film when they experienced joy, sadness, anger and fear. The participants were then asked to assess how strongly they were touched by the film and which of the four previously mentioned emotions they believed was conveyed in the clip. The results of the study show that animated features that falls into the uncanny valley affects the empathic response negatively and animated movies with exaggerated and stylized animations are in most cases perceived as better and easier to empathize with. The results also showed that the perception of emotion displayed in the clips was more unclear for animations done with motion capture, i.e where the uncanny valley effect is most prominent.
9

The Effect of Interaction Fidelity on User Experience in Virtual Reality Locomotion

Warren, Lawrence Elliot 25 May 2018 (has links)
In virtual worlds, designers often consider "real walking" to be the gold standard when it comes to locomotion, as shown by attempts to incorporate walking techniques within tasks. When real walking is not conceivable due to several different limitations of virtual interactions (space, hardware, tracking, etc.) a walking simulation technique is sometimes used. We call these moderate interaction fidelity techniques and based upon literature, we can speculate that they will often provide an inferior experience if compared to a technique of high or low fidelity. We believe that there is an uncanny valley which is formed if a diagram is created using interaction fidelity and user effectiveness. Finding more points on this graph would help to support claims we have made with our hypothesis. There are several studies done previously in the field of virtual reality, however a vast majority of them considered interaction fidelity as a single construct. We argue that interaction fidelity is more complex involving independent components, with each of those components having an effect of the actual effectiveness of an interface. In addition, the intention of the designer can also have influence on how effective an interface can be. In this study we are going to be doing a deeper look into devices which attempt to overcome the limitations of physical space which we will call semi-natural interfaces. Semi-natural interfaces are sometimes difficult to use at first due to mismatch of cues or possibly due to a lack of fidelity, but training has been shown to be beneficial to overcome this difficulty. As of today, designers have not yet found a fully general solution to walking in large virtual environments. / Master of Science
10

Den datorgenererade matbilden : En undersökning av graden av aptitlighet hos datorgenererade matbilder gjorda i reklamsyfte / The computer generated food image

Backlund, Stefan, Wingård, Robin January 2015 (has links)
I flera år har återskapandet av fotorealistiska bilder spelat en viktig roll när det gäller användningen av 3D-CGI för visualisering och marknadsföring. Återskapandet av något som kan kallas fotorealistiskt utan att ha använt en kamera medför många fördelar och möjligheter som fotografering har svårt att uppnå. På grund av detta har flera företag börjat använda CGI som en alternativ metod för marknadsföring istället för fotografi. Det finns dock fortfarande områden där användningen av CGI är begränsad, antingen på grund av hög komplexitet vilket innebär höga kostnader. För denna studie fokuserar vi på användningen och upplevelsen av CGI-bilder av mat som används i reklam. Anledningen till detta är på grund av vår dagliga interaktion och konsumtion av mat, vilket kan medföra att vår perception av något som just mat, drastiskt kan skilja sig från vår perception av andra produkter som är skapade med hjälp av CGI. För att testa vår perception av CGI-bilder av mat formulerade vi en enkätundersökning vars syfte var att jämföra CGI-bilder med dess fotografiska motsvarighet för att döma den aptitlighet som deltagarna känner inför varje bild. Detta genomfördes genom att deltagarna betygsatte olika bilder med ett aptitlighetsvärde samt kommenterade om hur de kände inför specifika bilder och även deras generella åsikter om användningen av CGI för marknadsföring. Vår undersökning visade en ringa preferens mot CGI-bilderna jämfört med de fotografierna som vi använt. Det fanns dock flera deltagare som ogillade det "plastiga" och orealistiska utseendet av CGI-bilderna vilket ledde till mycket lägre aptitlighet. Vi hypotiserar att anledningen till en preferens för CGI-bilderna i denna studie är för att CGI-bilder kan ha en orealistisk perfektion som kan framhäva mer aptitlighet än vad produkten utseende skulle göra i verkligheten. Vilken typ av produkt som bilderna representerar kan också spela en stor del i vårt resultat. I denna studie använde vi bilder på chokladbitar, resultatet kan därför starkt vara kopplat till val av bilder och om studien skulle använt bilder av andra matkategorier, t.ex. kött, frukt eller grönsaker, skulle resultatet kunna se annorlunda ut. / For several years, the recreation of photorealistic images has had a major role within the use of 3D-CGI for visualisation and advertisement. The recreation of something that can be called photorealistic without the use of a camera provides several advantages over photography. Because of this - several companies has begun using CGI as an alternative method within advertisement. There's still however, areas where the use of CGI remains limited - either because of the complexity and thus the expense, or because of how we as human perceive something that is done with CGI. We focused this study on the use of CGI food images used for advertisement. The reason for this is that we interact and consume food everyday, which can mean that our perception of something that we see as a consumable item may be drastically different from other products created with CGI. To test the perception of CGI images of food, we created a survey which purpose was to compare images of food utilizing CGI with photographic counterparts to judge the experienced appeal felt towards each image by a group of participants. This was done by having participants rate the images with a score of appeal as well as give written feedback of their thoughts about specific images and their general opinion of the use of CGI for advertisement purposes. Our survey showed a slight preference towards the CGI rendered images compared to the photographs that we used. There were however, several participants who disliked the "plastic" and unrealistic look of the CGI images that severely lowered the amount of appeal that was experienced. We hypothesize that the reason for the preference for CGI images in this study was because the use of CGI can make an image have an unrealistic perfection to it that can provoke a stronger appeal than how the look of the product would do in actuality. The type of product that the image represents may also play an important factor. This study focuses on chocolate bars, and thus the results may vary greatly if the study was conducted with the use of other food products, such as meat, fruit or vegetables.

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