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The saliency of anomalies in animated human characters

Published: 26 July 2010 Publication History

Abstract

Virtual characters are much in demand for animated movies, games, and other applications. Rapid advances in performance capture and advanced rendering techniques have allowed the movie industry in particular to create characters that appear very human-like. However, with these new capabilities has come the realization that such characters are yet not quite “right.” One possible hypothesis is that these virtual humans fall into an “Uncanny Valley”, where the viewer's emotional response is repulsion or rejection, rather than the empathy or emotional engagement that their creators had hoped for. To explore these issues, we created three animated vignettes of an arguing couple with detailed motion for the face, eyes, hair, and body. In a set of perceptual experiments, we explore the relative importance of different anomalies using two different methods: a questionnaire to determine the emotional response to the full-length vignettes, with and without facial motion and audio; and a 2AFC (two alternative forced choice) task to compare the performance of a virtual “actor” in short clips (extracts from the vignettes) depicting a range of different facial and body anomalies. We found that the facial anomalies are particularly salient, even when very significant body animation anomalies are present.

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    cover image ACM Transactions on Applied Perception
    ACM Transactions on Applied Perception  Volume 7, Issue 4
    July 2010
    82 pages
    ISSN:1544-3558
    EISSN:1544-3965
    DOI:10.1145/1823738
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 26 July 2010
    Accepted: 01 June 2010
    Received: 01 June 2010
    Published in TAP Volume 7, Issue 4

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    Author Tags

    1. Human animation
    2. eye tracking
    3. motion capture
    4. perception of human motion
    5. virtual characters

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    • (2024)Towards mitigating uncann(eye)ness in face swaps via gaze-centric loss termsComputers and Graphics10.1016/j.cag.2024.103888119:COnline publication date: 1-Apr-2024
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