How Psychophysical Perception of Motion and Image relates to Animation Practice

C. MacGillivray
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引用次数: 15

Abstract

This paper investigates the difference between seeing and perceiving in animation. It analyses character design in the light of experiments in face recognition, in particular how iconic a character can be in design. It discusses whether a universal theory can be applied and if caricatures are really 'super-portraits' that echo how brains recall faces. The psychophysical perception of motion in animation is analysed in the light of animation principles such as 'squash and stretch' and 'isolation'. Using made and found examples, the paper looks at how signature movement and animation principles are now being supplemented or even supplanted by motion capture and posits what this means for animation in the future. The paper maps popular animation characters within two specially designed triangular charts for image and for motion. It analyses the resulting images in terms of perceived and received information, looking particularly at the region of empathic connection coined by Dr Masahiro Mori as the 'Uncanny Valley'. [1] By examining the different empathic demands motion capture makes on an audience it reaches the conclusion that both image and motion must be treated symbiotically for full analysis to be achieved.
运动和图像的心理物理感知如何与动画实践相关
本文探讨了动画中视觉与感知的区别。结合人脸识别的实验分析了字符设计,特别是在设计中如何使字符具有标志性。它讨论了一个普遍的理论是否可以应用,以及漫画是否真的是“超级肖像”,反映了大脑对面孔的记忆方式。根据动画原理,如“挤压和拉伸”和“隔离”,分析了动画中运动的心理物理感知。通过使用制作和发现的例子,本文着眼于签名动作和动画原理现在是如何被动作捕捉补充甚至取代的,并假设这对未来的动画意味着什么。本文将流行的动画人物绘制在两个特别设计的三角形图表中,分别用于图像和运动。它根据感知和接收到的信息分析生成的图像,特别关注被Masahiro Mori博士称为“恐怖谷”的共情连接区域。[1]通过研究动作捕捉对观众的不同移情需求,得出的结论是,图像和动作必须共生处理,才能实现全面的分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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