Face reality: investigating the Uncanny Valley for virtual faces

R. Mcdonnell, M. Breidt
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引用次数: 29

Abstract

The Uncanny Valley (UV) has become a standard term for the theory that near-photorealistic virtual humans often appear unintentionally erie or creepy. This UV theory was first hypothesized by robotics professor Masahiro Mori in the 1970's [Mori 1970] but is still taken seriously today by movie and game developers as it can stop audiences feeling emotionally engaged in their stories or games. It has been speculated that this is due to audiences feeling a lack of empathy towards the characters. With the increase in popularity of interactive drama video games (such as L.A. Noire or Heavy Rain), delivering realistic conversing virtual characters has now become very important in the real-time domain. Video game rendering techniques have advanced to a very high quality; however, most games still use linear blend skinning due to the speed of computation. This causes a mismatch between the realism of the appearance and animation, which can result in an uncanny character. Many game developers opt for a stylised rendering (such as cel-shading) to avoid the uncanny effect [Thompson 2004]. In this preliminary work, we begin to study the complex interaction between rendering style and perceived trust, in order to provide guidelines for developers for creating plausible virtual characters.
Face reality:调查虚拟面孔的恐怖谷
“恐怖谷”已经成为一种理论的标准术语,这种理论认为,近乎逼真的虚拟人经常在无意中显得怪异或令人毛骨悚然。这个UV理论最早是由机器人教授Masahiro Mori在20世纪70年代提出的,但今天仍然被电影和游戏开发者认真对待,因为它会阻碍观众对故事或游戏的情感投入。据推测,这是由于观众对角色缺乏同情心。随着互动剧情类电子游戏(如《黑色洛城》或《暴雨》)的流行,传递真实的虚拟角色在实时领域变得非常重要。电子游戏渲染技术已经发展到非常高的质量;然而,由于计算速度的原因,大多数游戏仍然使用线性混合蒙皮。这将导致外观的现实性与动画之间的不匹配,从而导致不可思议的角色。许多游戏开发者选择风格化的渲染(如细胞阴影)来避免不可思议的效果[Thompson 2004]。在这项初步工作中,我们开始研究渲染风格和感知信任之间复杂的相互作用,以便为开发人员创建可信的虚拟角色提供指导。
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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