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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.
21

Uncanny Sound Design : How can voices in horror media be designed to sound uncanny, and are these effects perceived as being associated with fear?

Wikström, Rasmus January 2023 (has links)
Emotions of fear have long been the driving factor towards the appeal of the horror genre. Since beingpopularised in mothern years due to the ever growing development of technology, the Uncanny Valley hasfound its way into the horror genre. Today, it’s hard not to stumble across a horror game or movie thatdoes not feature the use of either uncanny sounds or uncanny visuals. With the Uncanny Valley being sofrequently featured in horror media, there has to be a lot of research on the topic one might think. Eventhough there is a substantial amount of research done on the topic, most researchers decide to focus on theuse of visuals and sound combined to research the Uncanny Valley, with research that primarily focus onuncanny sound design are few. This study aims to compare different processing techniques to designsounds to be perceived as uncanny for use within the horror media, and observe if these added processingeffects are perceived as being associated with fear. Evidence of some processing techniques wereobserved as being perceived with emotions of fear, while other techniques showed no significant signs asbeing perceived with fear.
22

Animals in animation : Anthropomorphised facial expressions and the uncanny valley: does a stylized or realistic 3D animal become uncanny when applying anthropomorphised or realistic facial expressions to it?: Does it change depending on the expression?

Frick, Gustav, Malinen, Lovisa, Ryan, Victoria January 2022 (has links)
People have a tendency to apply human characteristics to animals, i.e anthropomorphisation. With this in mind, along with the ever increasing number of CGI animals in animated media today, this paper examines whether or not perceived eeriness of a 3D cat model increases when there is a mismatch between realism/stylisation in the style of the model and the animation presented. The familiarity a person has towards something increases as that something becomes more human-like, but at a certain point, familiarity dips into what is known as the Uncanny Valley. In this study we research whether or not this phenomenon is exacerbated when a mismatch between a realistic model and stylised animation is applied, or vice versa, using both quantitative and qualitative data. Our results indicate that there is in fact an increase in uncanniness when a mismatch is present, especially on the realistic model, though future work is required tomake a definitive link. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
23

The Struggles of Rigging : On Joint Deformation Problems in Human Digital Characters

Lundgren, Ulrika, Mowbray, Ben January 2012 (has links)
The bulk of research in digital 3D animation is focused on problem solving and the development of new techniques and innovations for the 3D animation software of the future. However, little consideration is given for the underlying reasons why problems arise from a psychological perspective, and if 3D animation is to establish itself as a discipline in academia, strides must be taken to strengthen its foundations with existing academic disciplines.This undergraduate thesis examines the possible causes of joint deformation problems inherent to digital human character rigs in Autodesk Maya using cognitive psychology, specifically theories of perception, with additional considerations for the roles of the Uncanny Valley effect and suspension of disbelief. An experiment was devised to evaluate the presence of joint deformation problems on a basic human character rig and in two approaches of solution.The results supported the presented hypothesis on what causes the viewer to notice joint deformation problems, but further investigation is required for test it definitively. The study also implied that whilst joint deformation problems may be noticed by the viewer and cause distraction from the content of a digital film, other factors also strongly affect the viewer’s experience in a similar manner. The results of further studies could help digital artists better understand how the audience may respond to the presence of joint deformation problems and optimise their workflow. / Den övergripande forskningen kring digital 3D-animation är främst fokuserad på problemlösning samt utvecklingen av ny teknik och innovation för framtida programvaror utformade för 3D-animation. Dock har det sällan tagits någon hänsyn till de underliggande anledningarna om varför problemen uppstår, och inte heller genom ett psykologiskt perspektiv. Om 3D-animation ska bli mer etablerat inom den akademiska disciplinen så behöver framsteg göras för att skapa en starkare grund.Denna vetenskapliga uppsats undersöker möjliga anledningar till varför joint-deformationsproblem upplevs med riggen för digitala mänskliga karaktärer i Autodesk Maya. Detta utforskas genom att använda kognitiv psykologi, speciellt teorier kring perception, med ytterligare överväganden om att ”the Uncanny Valley” och ”Suspension of disbelief” skulle vara avgörande faktorer. Ett experiment var utformat för att utvärdera närvarandet av joint-deformationsproblem gällande en grundläggande mänsklig karaktär samt två möjliga lösningar till problemet.Den presenterade hypotesen, om vad som påverkar att en betraktare noterar joint-deformationsproblem, stärktes av undersökningens givna resultat. Dock är fortsatta forskningar kring ämnet nödvändiga för att definitivt bekräfta hypotesens reliabilitet och validitet. Undersökningen visade att problem med joint-deformationer kan noteras av betraktaren och därmed skapa en distraktion för filmens handling, men att andra faktorer kan vara mer avgörande för samma innebörd. Framtida forskningar kan resultera i att hjälpa digitala artister att underlätta deras förståelse om hur en publik kan tänkas reagera på närvarandet av joint-deformationsproblem och att effektivisera deras arbetsprocess.
24

Artificially yours : En studie av tre konstruerade kvinnor i 2010-talets science fiction-film / Artificially Yours : A study of three constructed women in science fiction film of the 2010s

Lahti, Aron January 2019 (has links)
Artificiella kvinnor har porträtterats efter vissa tematiska utgångspunkter genom kulturhistorien, där Ovidius Pygmalion-myt varit en dominerande tematik. Frågan om artificiella människor är också tätt förknippad med science fiction-genren, och även där har bilden om den ensamme mannen som skapar sig en kvinna ofta återkommit. I denna uppsats jämförs tre science fiction-filmer från 2010-talet - Her (Spike Jonze, 2013), Ex Machina (Alex Garland, 2014) och Blade Runner 2049 (Denis Villeneuve, 2017) - för att utröna hur artificiell femininitet konstruerad av män tar sig uttryck: vilken tematik som är jämförbar med äldre porträtteringar av artificiella kvinnor, och vad dessa samtida inkarnationer kan säga om heteronormativitet inom science fiction-genren i dag och i framtiden. Denna analys görs dels mot bakgrund av nyckelverk inom litteratur och film, delvis genom begrepp som performativitet och andrafiering inom genus- och queerteori.
25

How Could a Virtual Assistant Facilitate Daily Product Design Work? : By presenting key method and standard content; more specifically related to the mechanical product development area

Tell, Pontus January 2020 (has links)
The usage of virtual assistants is starting to appear within a wide range of application areas. This thesis has been conducted in collaboration with Volvo Cars and more specifically the CAD &amp; Mechanical Development department. It examines how a virtual assistant could facilitate daily product design work at Volvo Cars. This is done by creating a deep understanding of how Design Engineers currently use Volvo Cars CAD Methods or VM’s. The Volvo Cars CAD Methods are instructional documents where Design Engineers find guidance when encountering design related problems. This thesis focuses primarily on the mechanical design aspects of Volvo Cars CAD Methods. The final prototype presented in the thesis is a result of interviews, affinity diagram analysis, requirement analysis, survey, and design iterations. This thesis and the final prototype have shown the interaction design possibilities, limitations, use-cases, and future potential of a virtual assistant Volvo Cars.
26

Vilka kriterier är viktiga för användarupplevelsen vid interaktion med en språkcafé-robot? / Which criteria are important for the user experience when interacting with a language café robot?

Mekonnen, Michael, Tahir, Gara January 2019 (has links)
As the number of immigrants in Sweden rises, the demand for alternative methods for language learning increases simultaneously. The use of social robots for teaching a second language is a promising field. The following research question has been designed to identify how social robots can be improved to better suit second language learners. The research question is: Which criteria are important for the user experience when interacting with a language cafe robot? The main method used to answer the question is Design Thinking with the help of semi-structured interviews. The results were 12 criteria which can be implemented for social robots in the future. The research has also studied how the criteria can be implemented in robots and to what degree the robot Furhat developed by Furhat robotics has implemented the criteria today. / I takt med det stigande antalet immigranter i Sverige ökar efterfrågan på alternativa metoder för språkinlärning. Användningen av sociala robotar för att undervisa andraspråk är ett lovande fält. Följande forskningsfråga har utformats för att identifiera hur sociala robotar kan förbättras för att anpassas till elever som lär sig andraspråk. Forskningsfrågan lyder enligt följande: Vilka kriterier är viktiga för användarupplevelsen när man interagerar med en språkcaférobot? Den huvudsakliga metoden som används för att svara på frågan är Design Thinking med hjälp av semistrukturerade intervjuer. Resultatet var 12 kriterier som kan implementeras för sociala robotar i framtiden. Rapporten har också studerat hur kriterierna kan implementeras i robotar och i vilken grad roboten Furhat som utvecklats av Furhat Robotics har implementerat kriterierna idag.
27

The audio/visual mismatch and the uncanny valley: an investigation using a mismatch in the human realism of facial and vocal aspects of stimuli

Szerszen, Kevin A. 16 March 2011 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Empirical research on the uncanny valley has primarily been concerned with visual elements. The current study is intended to show how manipulating auditory variables of the stimuli affect participant’s ratings. The focus of research is to investigate whether an uncanny valley effect occurs when humans are exposed to stimuli that have an incongruity between auditory and visual aspects. Participants were exposed to sets of stimuli which are both congruent and incongruent in their levels of audio/visual humanness. Explicit measures were used to explore if a mismatch in the human realism of facial and vocal aspects produces an uncanny valley effect and attempt to explain a possible cause of this effect. Results indicate that an uncanny valley effect occurs when humans are exposed to stimuli that have an incongruity between auditory and visual aspects.
28

ANIMALS IN ANIMATION: DEEPENED ANALYSIS ON ANTHROPOMORPHIZATION AND THE UNCANNY VALLEY : A continuation and improvement upon previous study of realistic 3D animal anthropomorphization triggering the uncanny valley effect

Frick, Gustav January 2023 (has links)
This study investigates the relationship between the uncanny valley effect and perceived facial expressions in anthropomorphized virtual animals. This thesis builds upon previous research by the author in the hopes of addressing previously identified limitations and reinforcing the data of the earlier study. The aim is to examine whether the uncanny valley effect can be triggered by a mismatch between realistic and stylized facial animations applied to a realistic or stylized 3D animal, and if this effect varies depending on the expression portrayed. A research questionnaire was used to assess whether participants experience uncanniness when there is a discrepancy between the level of realism and stylization in the animation of virtual animals. The findings of the study indicated that the hypothesis is true even with the additional improvements and greater scrutiny concluding that the study will contribute to the understanding of the uncanny valley effect in relation to anthropomorphized virtual animals.
29

Anthropomorphic design and anticipated user experience : A two-step provocational design study of the user experience of smart anthropomorphic products

Bahlenberg, Robin, Yan, Xing January 2019 (has links)
We often see anthropomorphic designs in movies as highly intelligent robots, created to make our lives easier, but anthropomorphic is far more common than that. From cameras that look like eyes to face and voice recognition technology and avatars used by companies to support their brands. Despite this, relatively little research has been made about anthropomorphism in smart everyday products, and how that affects the anticipated user experience. Two provocative studies were conducted, where the participants provided their first impressions to picture prototypes. This generated an understanding of the general opinion of anthropomorphic designs, and when added a smart daily product. These studies showed that people are open to the idea of anthropomorphic designs, but the practicality and functionality are crucial. Through identification of multiple themes and thorough analysis, this study can serve as a blueprint to aid future studies about the anticipated user experience of smart daily products with anthropomorphic elements.
30

A teoria do Vale da Estranheza aplicada à Ciências da Comunicação: um estudo sobre os personagens de marca a partir de uma abordagem cognitivista / Uncanny Valley Theory applied to Communication Sciences: an cognitive approach toward brand characters study

Augusto Junior, Silvio Nunes 26 June 2017 (has links)
Essa pesquisa possui como principal objetivo o estudo dos personagens de marca à luz da teoria do Vale da Estranheza, tendo em vista que personagens considerados estranhos podem influenciar a recepção (SPADONI, 2000; TINWELL, 2014). Desde a publicação seminal de Masahiro Mori em 1970, autor que propôs que robôs muito parecidos com seres humanos evocam uma reação aversiva (MORI; MACDORMAN; KAGEKI, 2012), foi demonstrado que essa reação ocorre sempre que um estímulo não pode ser categorizado como não-humano ou humano (SAYGIN et al., 2012). As implicações sobre as apropriações teóricas dessa abordagem pelo campo da comunicação são exploradas no decorrer dos dois primeiros capítulos. Para mensurar o efeito da estranheza sobre a atitude, foram utilizadas duas escalas: uma escala criada por Ho e MacDorman (2010; 2016) para mensurar a estranheza, e uma escala de atitude criada por Martin et al. (2004). Um total de 396 pessoas responderam a pesquisa online, predominando mulheres (60%), pessoas do Estado de São Paulo (58%), com Ensino Superior Completo ou mais (80%) e média de 29 anos. Foram utilizados os procedimentos de validação de escala para adaptar a escala da estranheza ao contexto brasileiro (DEVELLIS, 2003). Os resultados sugerem a existência de um modelo de estranheza bifatorial com 4 fatores. Contudo, o modelo de segunda ordem com a variável dependente não passou no teste de ajuste exato e aproximado do modelo. Entende-se que essa pesquisa faz contribuições relevantes às Ciências da Comunicação por lançar mão de uma teoria complementar às pesquisas do campo, e de uma metodologia pouco utilizada pelas pesquisas da área. / This research have as a main objective the study of brand characters in light of Uncanny Valley theory, regarding that brand characters that are considered eerie can influence reception (SPADONI, 2000; TINWELL, 2014). Since Masahiro Mori seminal article, in 1970, when the author propose that characaters who appear almost, but not exactly, like real human beings elicit feelings of eeriness and revulsion among some observers, has been show that this reaction occurs always when an stimuli cannot be categorized as human or non-human (SAYGIN et al., 2012). The theoretical implication of this approach by Communication Studies are explored in Chapter 1 and Chapter 2. To measure the uncanny effect toward attitude, two scales has been used: one developed by Ho and MacDorman (2010; 2016) to measure the uncanny, and second to measure attitude developed proposed by Martin et al. (2004). 396 participantes were recruited and answered the online survey, prevailling women (60%), people from São Paulo State (58%), people with Graduate Degree (80%) and an average of 29 years old. Procedures for scale validation has been used to adapt the Uncanny Valley scale to brazilian contexto (DEVELLIS, 2003). The results suggest that the existence of an bifactorial model of Uncanny with 4 factors. However, the second order model with an dependent variable cannot be accepted by statistical índices of exact and approximation test. It is understood that this research makes relevant contributions to the Communication Sciences by using a theory complementary to the field, also by using a methodology that has not been used by other researchs of the area.

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