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IN GAMES & ANIMATION
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Version Date: 20141020
International Standard Book Number-13: 978-1-4665-8694-9 (Hardback)
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Library of Congress Cataloging‑in‑Publication Data
Tinwell, Angela.
The uncanny valley in games and animation / Angela Tinwell.
pages cm
Summary: “This book is based on a series of empirical studies the author conducted to establish
how aspects of facial expression and speech may be manipulated to control the Uncanny Valley in
character design. It 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 and its implications for
computer-graphics animation. “-- Provided by publisher.
Includes bibliographical references and index.
ISBN 978-1-4665-8694-9 (hardback)
1. Computer animation. 2. Computer graphics. 3. Computer games--Design. 4. Computer
games--Social aspects. 5. Human engineering. 6. Human mechanics--Computer simulation. 7.
Human body--Computer simulation. I. Title.
TR897.7.T597 2014
006.6’96--dc23
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2014024617
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