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?
2022 (Engelska) Självständigt arbete på grundnivå (kandidatexamen), 20 poäng / 30 hp
Studentuppsats (Examensarbete)
Abstract [en]
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.
Ort, förlag, år, upplaga, sidor 2022. , s. 46
Nyckelord [en]
Uncanny valley, animation, anthropomorphisation, virtual animals, facial expressions, animal facial expressions
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik
Identifikatorer URN: urn:nbn:se:his:diva-21336 OAI: oai:DiVA.org:his-21336 DiVA, id: diva2:1673014
Ämne / kurs Medier, estetik och berättande
Utbildningsprogram Dataspelsutveckling - animation, 180 hp
Handledare
Examinatorer
Anmärkning Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
2022-06-202022-06-202023-08-31 Bibliografiskt granskad