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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>
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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 effectFrick, 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.
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Physiological Reactions To Uncanny Stimuli: Substantiation Of Self-assessment And Individual PerceptionBallion, Tatiana 01 January 2012 (has links)
There is abundant anecdotal evidence substantiating Mori’s initial observation of the "uncanny valley", a point at which human response to non-human entities drops sharply with respect to comfort (Mori, 1970), and the construct itself has a long-standing history in both Robotics and Psychology. Currently, many fields such as design, training, entertainment, and education make use of heuristic approaches to accommodate the anticipated needs of the user/consumer/audience in certain important aspects. This is due to the lack of empirical substantiation or, in some cases, the impossibility of rigorous quantification; one such area is with respect to the user’s experience of uncanniness, a feeling of "eeriness" or "wrongness" when interacting with artefacts or environments. Uncanniness, however, continues to be defined and measured in a largely subjective way, and often after the fact; an experience or product’s uncanny features are pointed out after the item has been markedly avoided or complained about by the general public. These studies are among the first seeking to determine a constellation of personality traits and physiological responses that incline the user to have a more frequent or profound "uncanny" reaction when presented with stimuli meeting the criteria for a level of "eeriness". In study 1, 395 adults were asked to categorize 200 images as uncanny, neutral, pleasant, or other. In Study 2, physiological and eye-tracking data was collected from twenty two adults as they viewed uncanny, neutral and pleasant images culled from study 1. This research identifies components of the uncanny valley related to subjective assessment, personality factors (using the HEXACO and Anthropomorphic Tendencies Scale), and biophysical measures, and found that traits unique to Emotionality on the HEXACO inventory, compounded with a form of anthropomorphism demonstrates a level of relationship to the subjective experience of uncanny stimuli. There is evidence that HEXACO type and forms of anthropomorphic perception mediates the biophysical iv expression and the subjective perception of the stimuli. In keeping with psychological hypotheses, stimuli to which the participants had greatest response centered on death, the threat of death, or mismatched/absent facial features.
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