Author: Tony Fleecs
Publisher: Boom! Studios
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 30
Book Description
Dive into the cartoonist’s desk for a look back at the origins of the cartoon world (and its connection to the real world), in this lore-expanding issue of prehistoric and biblical proportions! Beyond steamboats and cartoon dinosaurs lies the First in her castle, but what is her place in all of this? What is Olivers’s?
Uncanny Valley #6
Author: Tony Fleecs
Publisher: Boom! Studios
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 30
Book Description
Dive into the cartoonist’s desk for a look back at the origins of the cartoon world (and its connection to the real world), in this lore-expanding issue of prehistoric and biblical proportions! Beyond steamboats and cartoon dinosaurs lies the First in her castle, but what is her place in all of this? What is Olivers’s?
Publisher: Boom! Studios
ISBN:
Category : Comics & Graphic Novels
Languages : en
Pages : 30
Book Description
Dive into the cartoonist’s desk for a look back at the origins of the cartoon world (and its connection to the real world), in this lore-expanding issue of prehistoric and biblical proportions! Beyond steamboats and cartoon dinosaurs lies the First in her castle, but what is her place in all of this? What is Olivers’s?
Uncanny Valley
Author: Lawrence Weschler
Publisher: Catapult
ISBN: 1582438412
Category : Social Science
Languages : en
Pages : 315
Book Description
Shuttling between cultural comedies and political tragedies, Lawrence Weschler's articles have throughout his long career intrigued readers with his unique insight into everything he examines, from the ordinary to the extraordinary. Uncanny Valley continues the page–turning conversation as Weschler collects the best of his narrative nonfiction from the past fifteen years. The title piece surveys the hapless efforts of digital animators to fashion a credible human face, the endlessly elusive gold standard of the profession. Other highlights include profiles of novelist Mark Salzman, as he wrestles with a hilariously harrowing bout of writer's block; the legendary film and sound editor Walter Murch, as he is forced to revisit his work on Apocalypse Now in the context of the more recent Iraqi war film Jarhead; and the artist Vincent Desiderio, as he labors over an epic canvas portraying no less than a dozen sleeping figures. With his signature style and endless ability to wonder, Weschler proves yet again that the "world is strange, beautiful, and connected" (The Globe and Mail). Uncanny Valley demonstrates his matchless ability to analyze the marvels he finds in places and people and offers us a new, sublime way of seeing the world.
Publisher: Catapult
ISBN: 1582438412
Category : Social Science
Languages : en
Pages : 315
Book Description
Shuttling between cultural comedies and political tragedies, Lawrence Weschler's articles have throughout his long career intrigued readers with his unique insight into everything he examines, from the ordinary to the extraordinary. Uncanny Valley continues the page–turning conversation as Weschler collects the best of his narrative nonfiction from the past fifteen years. The title piece surveys the hapless efforts of digital animators to fashion a credible human face, the endlessly elusive gold standard of the profession. Other highlights include profiles of novelist Mark Salzman, as he wrestles with a hilariously harrowing bout of writer's block; the legendary film and sound editor Walter Murch, as he is forced to revisit his work on Apocalypse Now in the context of the more recent Iraqi war film Jarhead; and the artist Vincent Desiderio, as he labors over an epic canvas portraying no less than a dozen sleeping figures. With his signature style and endless ability to wonder, Weschler proves yet again that the "world is strange, beautiful, and connected" (The Globe and Mail). Uncanny Valley demonstrates his matchless ability to analyze the marvels he finds in places and people and offers us a new, sublime way of seeing the world.
The Uncanny Valley in Games and Animation
Author: Angela Tinwell
Publisher: CRC Press
ISBN: 146658694X
Category : Computers
Languages : en
Pages : 240
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.
Publisher: CRC Press
ISBN: 146658694X
Category : Computers
Languages : en
Pages : 240
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human likeness of a character increases. This phenomenon, known as the Uncanny Valley, has become a benchmark for measuring if a character is believably realistic and authentically human like. This book is an essential guide on how to overcome the Uncanny Valley phenomenon when designing human-like characters in digital applications. In this book, the author provides a synopsis of literature about the Uncanny Valley phenomenon and explains how it was introduced into contemporary thought. She then presents her theories on its possible psychological causes based on a series of empirical studies. The book focuses on how aspects of facial expression and speech can be manipulated to overcome the Uncanny Valley in character design. The Uncanny Valley in Games and Animation presents a novel theory that goes beyond previous research in that the cause of the Uncanny Valley is based on a perceived lack of empathy in a character. This book makes an original, scholarly contribution to our current understanding of the Uncanny Valley phenomenon and fills a gap in the literature by assessing the biological and social roots of the Uncanny Valley and its implications for computer-graphics animation.
Printing the Middle Ages
Author: Sian Echard
Publisher: University of Pennsylvania Press
ISBN: 0812201841
Category : Design
Languages : en
Pages : 334
Book Description
In Printing the Middle Ages Siân Echard looks to the postmedieval, postmanuscript lives of medieval texts, seeking to understand the lasting impact on both the popular and the scholarly imaginations of the physical objects that transmitted the Middle Ages to the English-speaking world. Beneath and behind the foundational works of recovery that established the canon of medieval literature, she argues, was a vast terrain of books, scholarly or popular, grubby or beautiful, widely disseminated or privately printed. By turning to these, we are able to chart the differing reception histories of the literary texts of the British Middle Ages. For Echard, any reading of a medieval text, whether past or present, amateur or academic, floats on the surface of a complex sea of expectations and desires made up of the books that mediate those readings. Each chapter of Printing the Middle Ages focuses on a central textual object and tells its story in order to reveal the history of its reception and transmission. Moving from the first age of print into the early twenty-first century, Echard examines the special fonts created in the Elizabethan period to reproduce Old English, the hand-drawn facsimiles of the nineteenth century, and today's experiments with the digital reproduction of medieval objects; she explores the illustrations in eighteenth-century versions of Guy of Warwick and Bevis of Hampton; she discusses nineteenth-century children's versions of the Canterbury Tales and the aristocratic transmission history of John Gower's Confessio Amantis; and she touches on fine press printings of Dante, Froissart, and Langland.
Publisher: University of Pennsylvania Press
ISBN: 0812201841
Category : Design
Languages : en
Pages : 334
Book Description
In Printing the Middle Ages Siân Echard looks to the postmedieval, postmanuscript lives of medieval texts, seeking to understand the lasting impact on both the popular and the scholarly imaginations of the physical objects that transmitted the Middle Ages to the English-speaking world. Beneath and behind the foundational works of recovery that established the canon of medieval literature, she argues, was a vast terrain of books, scholarly or popular, grubby or beautiful, widely disseminated or privately printed. By turning to these, we are able to chart the differing reception histories of the literary texts of the British Middle Ages. For Echard, any reading of a medieval text, whether past or present, amateur or academic, floats on the surface of a complex sea of expectations and desires made up of the books that mediate those readings. Each chapter of Printing the Middle Ages focuses on a central textual object and tells its story in order to reveal the history of its reception and transmission. Moving from the first age of print into the early twenty-first century, Echard examines the special fonts created in the Elizabethan period to reproduce Old English, the hand-drawn facsimiles of the nineteenth century, and today's experiments with the digital reproduction of medieval objects; she explores the illustrations in eighteenth-century versions of Guy of Warwick and Bevis of Hampton; she discusses nineteenth-century children's versions of the Canterbury Tales and the aristocratic transmission history of John Gower's Confessio Amantis; and she touches on fine press printings of Dante, Froissart, and Langland.
The Uncanny Valley
Author: Gregory Miller
Publisher: CreateSpace
ISBN: 9781494852870
Category : Fiction
Languages : en
Pages : 140
Book Description
The Uncanny Valley…“…is a macabre serenade to a small town that may or may not exist, peopled with alive and dead denizens who wander about the hills and houses with creepy fluidity. Told by individual inhabitants, the stories recount tales of disappearing dead deer, enchanted gardens, invisible killer dogs, and rattlesnakes that fall from the sky; each contribution adds to a composite portrait that skitters between eerie, ghoulish, and poignant. Miller is a master storyteller, clearly delighting in his mischievous creations.”Thirty-Three Tales. Thirty-Three Tellers. One Lost Town.
Publisher: CreateSpace
ISBN: 9781494852870
Category : Fiction
Languages : en
Pages : 140
Book Description
The Uncanny Valley…“…is a macabre serenade to a small town that may or may not exist, peopled with alive and dead denizens who wander about the hills and houses with creepy fluidity. Told by individual inhabitants, the stories recount tales of disappearing dead deer, enchanted gardens, invisible killer dogs, and rattlesnakes that fall from the sky; each contribution adds to a composite portrait that skitters between eerie, ghoulish, and poignant. Miller is a master storyteller, clearly delighting in his mischievous creations.”Thirty-Three Tales. Thirty-Three Tellers. One Lost Town.
Uncanny Valley
Author: Thomas Gibbons
Publisher: Dramatists Play Service, Inc.
ISBN: 0822233282
Category : Drama
Languages : en
Pages : 56
Book Description
THE STORY: Drawing on current research in artificial intelligence and robotics, UNCANNY VALLEY charts the relationship between Claire, a neuroscientist, and Julian, a nonbiological human. As Julian is “born” a few body parts at a time over the course of the play, Claire teaches him how to be as human as possible: mirroring people’s speech, engaging in small-talk, playing a musical instrument. Their deepening friendship and Julian’s growing “humanity” lead to the revelations of an unhealed sorrow in Claire’s personal life and, ultimately, the purpose for which Julian has been created. UNCANNY VALLEY explores the painful divide between creator and creation, the inherent unpredictability of consciousness, and how we are redefining what it means to be human in the twenty-first century.
Publisher: Dramatists Play Service, Inc.
ISBN: 0822233282
Category : Drama
Languages : en
Pages : 56
Book Description
THE STORY: Drawing on current research in artificial intelligence and robotics, UNCANNY VALLEY charts the relationship between Claire, a neuroscientist, and Julian, a nonbiological human. As Julian is “born” a few body parts at a time over the course of the play, Claire teaches him how to be as human as possible: mirroring people’s speech, engaging in small-talk, playing a musical instrument. Their deepening friendship and Julian’s growing “humanity” lead to the revelations of an unhealed sorrow in Claire’s personal life and, ultimately, the purpose for which Julian has been created. UNCANNY VALLEY explores the painful divide between creator and creation, the inherent unpredictability of consciousness, and how we are redefining what it means to be human in the twenty-first century.
Beyond the Uncanny Valley
Author: Claudia Schmuckli
Publisher: Cameron
ISBN: 9781951836009
Category : Conscious automata in art
Languages : en
Pages : 0
Book Description
"In the 1970s, Japanese robotics expert Masahiro Mori published an article that coined and theorized the idea of the "uncanny valley" as a measurable correlation between the human likeness of a machine and people's comfort level with its presence. Criticized as flawed from the moment of its appearance and eventually debunked by empirical studies, Mori's original mapping of the "uncanny valley" may have no scientific grounding, but the term still endures as an apt metaphor for a technologically induced terrain of philosophical, biological, and social uncertainty. With the development of major technologies from the atom bomb to the digital computer and the emergence of cybernetics and artificial intelligence as academic disciplines since the Second World War, this terrain is no longer the sole purview of life-like automatons or robots but is increasingly occupied by developments in machine intelligence, biodigital mergence, and related issues of cloning and other forms of genetic manipulation that have reshaped the debate around the liminality of humanity. As the construction and definitions of subjectives and societies are increasingly organized and shaped by technological events that imitate or improve upon-even if only partially-fundamental functions of our bodies and minds, the question of what it means to be or remain human has been reopened for debate"--
Publisher: Cameron
ISBN: 9781951836009
Category : Conscious automata in art
Languages : en
Pages : 0
Book Description
"In the 1970s, Japanese robotics expert Masahiro Mori published an article that coined and theorized the idea of the "uncanny valley" as a measurable correlation between the human likeness of a machine and people's comfort level with its presence. Criticized as flawed from the moment of its appearance and eventually debunked by empirical studies, Mori's original mapping of the "uncanny valley" may have no scientific grounding, but the term still endures as an apt metaphor for a technologically induced terrain of philosophical, biological, and social uncertainty. With the development of major technologies from the atom bomb to the digital computer and the emergence of cybernetics and artificial intelligence as academic disciplines since the Second World War, this terrain is no longer the sole purview of life-like automatons or robots but is increasingly occupied by developments in machine intelligence, biodigital mergence, and related issues of cloning and other forms of genetic manipulation that have reshaped the debate around the liminality of humanity. As the construction and definitions of subjectives and societies are increasingly organized and shaped by technological events that imitate or improve upon-even if only partially-fundamental functions of our bodies and minds, the question of what it means to be or remain human has been reopened for debate"--
The Uncanny Valley Hypothesis and Beyond
Author: Marcus Cheetham
Publisher: Frontiers Media SA
ISBN: 2889454436
Category : Robotics
Languages : en
Pages : 142
Book Description
A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hypothesis: How does high realism in anthropomorphic design influence human experience and behaviour? The Uncanny Valley Hypothesis posits that a very humanlike character or object (e.g., robot, prosthetic limb, doll) can evoke a negative affective (i.e., uncanny) state. Recent advances in robotic and computer-graphic technologies in simulating aspects of human appearance, behaviour and interaction have been accompanied, therefore, by theorising and research on the meaning and relevance of the Uncanny Valley Hypothesis for anthropomorphic design. Current understanding of the "uncanny" idea is still fragmentary and further original research is needed. However, the emerging picture indicates that the relationship between humanlike realism and subjective experience and behaviour may not be as straightforward as the Uncanny Valley Hypothesis suggests. This Research Topic brings together researchers from traditionally separate domains (including robotics, computer graphics, cognitive science, psychology and neuroscience) to provide a snapshot of current work in this field. A diversity of issues and questions are addressed in contributions that include original research, review, theory, and opinion papers.
Publisher: Frontiers Media SA
ISBN: 2889454436
Category : Robotics
Languages : en
Pages : 142
Book Description
A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hypothesis: How does high realism in anthropomorphic design influence human experience and behaviour? The Uncanny Valley Hypothesis posits that a very humanlike character or object (e.g., robot, prosthetic limb, doll) can evoke a negative affective (i.e., uncanny) state. Recent advances in robotic and computer-graphic technologies in simulating aspects of human appearance, behaviour and interaction have been accompanied, therefore, by theorising and research on the meaning and relevance of the Uncanny Valley Hypothesis for anthropomorphic design. Current understanding of the "uncanny" idea is still fragmentary and further original research is needed. However, the emerging picture indicates that the relationship between humanlike realism and subjective experience and behaviour may not be as straightforward as the Uncanny Valley Hypothesis suggests. This Research Topic brings together researchers from traditionally separate domains (including robotics, computer graphics, cognitive science, psychology and neuroscience) to provide a snapshot of current work in this field. A diversity of issues and questions are addressed in contributions that include original research, review, theory, and opinion papers.
The Uncanny Valley in Games and Animation
Author: Angela Tinwell
Publisher: CRC Press
ISBN: 1040059392
Category : Computers
Languages : en
Pages : 240
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human
Publisher: CRC Press
ISBN: 1040059392
Category : Computers
Languages : en
Pages : 240
Book Description
Advances in technology have enabled animators and video game designers to design increasingly realistic, human-like characters in animation and games. Although it was intended that this increased realism would allow viewers to appreciate the emotional state of characters, research has shown that audiences often have a negative reaction as the human
Privacy and Identity Management for Life
Author: Jan Camenisch
Publisher: Springer Science & Business Media
ISBN: 3642203175
Category : Business & Economics
Languages : en
Pages : 518
Book Description
At the end of the PrimeLife EU project, a book will contain the main research results. It will address primarily researchers. In addition to fundamental research it will contain description of best practice solutions.
Publisher: Springer Science & Business Media
ISBN: 3642203175
Category : Business & Economics
Languages : en
Pages : 518
Book Description
At the end of the PrimeLife EU project, a book will contain the main research results. It will address primarily researchers. In addition to fundamental research it will contain description of best practice solutions.