Abstract | ||
---|---|---|
This article revisits the uncanny valley subject in order to evaluate its effects on people's perception of Computed Graphics (CG) characters from movies and games. We analyzed the "uncanny" rates given by the users and as result we obtained a graph quite similar to the original on proposed by Mori [1]. |
Year | DOI | Venue |
---|---|---|
2012 | 10.1007/978-3-642-33197-8_62 | IVA |
Keywords | Field | DocType |
computed graphics,uncanny valley subject,cg character | Graphics,Graph,Uncanny valley,Communication,Visual arts,Computer science,Multimedia,Perception,Uncanny | Conference |
Citations | PageRank | References |
8 | 0.61 | 7 |
Authors | ||
6 |
Name | Order | Citations | PageRank |
---|---|---|---|
Vanderson Dill | 1 | 21 | 1.49 |
Laura Mattos Flach | 2 | 8 | 0.61 |
Rafael Hocevar | 3 | 17 | 1.97 |
Christian Lykawka | 4 | 8 | 0.94 |
Soraia R. Musse | 5 | 134 | 17.09 |
Márcio Sarroglia Pinho | 6 | 25 | 9.06 |