GranDGamesBR: Perceptual Analysis of Computer Graphics Characters in Digital Entertainment
Resumo
This paper presents a discussion regarding the area of perceptual analysis in Computer Graphics characters. This discussion is focused on presenting one challenge area in Digital Entertainment. Many issues in the area of perception analysis have been researched in last years, in particular with respect to the theory of Uncanny Valley (UV) proposed by Masahiro Mori in 1970. Indeed, it is known that realistic characters from movies and games can cause strangeness and involuntary feelings in viewers, what can affect the acceptance of audience in games and movies. This paper aims to present concepts and discuss issues in this area.
Palavras-chave:
Computer Graphics, Comfort, Charisma, Perception, Emotion
Referências
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V. Schwind et al., "Avoiding the uncanny valley in virtual character design," Interactions, v. 25, n. 5, pp. 45-49, Oct. 2018, doi: 10.1145/3236673.
T. Chaminade et al., "Anthropomorphism influences perception of computer-animated characters’ actions," Social Cognitive and Affective Neuroscience, v. 2, n. 3, pp. 206-216, May 2007, doi: https://doi.org/10.1093/scan/nsm017.
K. F. MacDorman and D. Chattopadhyay, "Reducing consistency in human realism increases the uncanny valley effect; increasing category uncertainty does not," Cognition, v. 146, pp. 190-205, Jan. 2016, doi: https://doi.org/10.1016/j.cognition.2015.09.019.
V. Schwind, “Implications of the uncanny valley of avatars and virtual characters for human-computer interaction,” Ph.D. dissertation, Institut für Visualisierung und Interaktive Systeme (VIS), University of Stuttgart, Stuttgart, Germany, 2018.
J. Hyde et al., "Evaluating animated characters: Facial motion magnitude influences personality perceptions," ACM Transactions on Applied Perception, v. 13, n. 2, pp. 1-17, Mar. 2016, doi: https://doi.org/10.1145/2851499.
K. Ruhland et al., "Data-driven approach to synthesizing facial animation using motion capture," IEEE computer graphics and applications, v. 37, n. 4, pp. 30-41, Aug. 2017, doi: 10.1109/MCG.2017.3271467.
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V. F. A. Araujo et al., "Analysis of charisma, comfort and realism in CG characters from a gender perspective," The Visual Computer, v. 37, p. 1--14, 2021, doi: https://doi.org/10.1007/s00371-021-02214-2.
M. Paleari and C. Lisetti, "Psychologically grounded avatars expressions," in Proc. of Workshop on Emotion and Computing at KI, 2006, pp. 1--4
R. B. Queiroz et al., "Investigating macroexpressions and microexpressions in computer graphics animated faces," Presence, v. 23, n. 2, p. 191-208, Aug. 2014, doi: 10.1162/PRES_a_00180.
B. Bornemann et al., "Can you feel what you do not see? Using internal feedback to detect briefly presented emotional stimuli," International Journal of Psychophysiology, v. 85, n. 1, pp. 116-124,
X. B. Shen et al., "Effects of the duration of expressions on the recognition of microexpressions," Journal of Zhejiang University Science B, v. 13, n. 3, p. 221-230, March 2012, doi: https://doi.org/10.1631/jzus.B1100063.
W. Li et al., "Neural and behavioral evidence for affective priming from unconsciously perceived emotional facial expressions and the influence of trait anxiety," Journal of Cognitive Neuroscience, v. 20, n. 1, p. 95-107, Jan. 2008, doi: https://doi.org/10.1162/jocn.2008.20006.
G. D. Birkhoff, "Quelques éléments mathématiques de l'art," in Attidel Congresso Internazionale dei Matematici, Bologna, Sep.1929, pp.315–333.
G. D. Birkhoff, “Une theorie quantitative de l'est ?etique,” Bulletin de la Societe française de Philosophia, 1931.
G. D. Birkhoff, "Aesthetic measure,” Bull. Amer. Math. Soc, v. 40, pp. 7–10,1933.
F. Hoenig, "Defining Computational Aesthetics," in Proc. of Eurographics Workshop on Computational Aesthetics, 2005, pp. 13--18.
G. P. Dal Molin et al., "Can we estimate the perceived comfort of virtual human faces using visual cues?, " in Proc. of International Conference on Semantic Computing, 2021, pp. 366-369, doi: 10.1109/ICSC50631.2021.00085.
L. Ma and Z. Deng, "Real-Time Facial Expression Transformation for Monocular RGB Video," Computer Graphics Forum, v. 38, n. 1, p. 470-481, Oct. 2018, doi: https://doi.org/10.1111/cgf.13586.
M. Mustafa and M. Magnor, "Eeg based analysis of the perception of computer-generated faces," in Proc. of Visual Media Production, 2016, pp. 1--10, doi: https://doi.org/10.1145/2998559.2998563.
Eduard Zell, Katja Zibrek, and Rachel McDonnell. ACM Siggraph 2019 Courses. 2019. Perception of virtual characters. Siggraph 2019. 1-17. Los Angeles, California, EUA.
M. Mori and N. Bukimi, "Tani (The Uncanny Valley)," Energy, v. 7, n. 1, p. 33-35, 1970.
E. Zell et al., "To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces," ACM Transactions on Graphics, v. 34, n. 6, pp. 1-12, Nov. 2015, doi: https://doi.org/10.1145/2816795.2818126.
A. Tinwell et al., "The uncanny wall," International Journal of Arts and Technology, v. 4, n. 3, pp. 326-341, Jul. 2011, doi: 10.1504/IJART.2011.041485.
J. Kätsyri et al., "A review of empirical evidence on different uncanny valley hypotheses: support for perceptual mismatch as one road to the valley of eeriness," Frontiers in psychology, v. 6, pp. 16, Apr. 2015, doi: https://doi.org/10.3389/fpsyg.2015.00390.
V. Schwind et al., "Avoiding the uncanny valley in virtual character design," Interactions, v. 25, n. 5, pp. 45-49, Oct. 2018, doi: 10.1145/3236673.
T. Chaminade et al., "Anthropomorphism influences perception of computer-animated characters’ actions," Social Cognitive and Affective Neuroscience, v. 2, n. 3, pp. 206-216, May 2007, doi: https://doi.org/10.1093/scan/nsm017.
K. F. MacDorman and D. Chattopadhyay, "Reducing consistency in human realism increases the uncanny valley effect; increasing category uncertainty does not," Cognition, v. 146, pp. 190-205, Jan. 2016, doi: https://doi.org/10.1016/j.cognition.2015.09.019.
V. Schwind, “Implications of the uncanny valley of avatars and virtual characters for human-computer interaction,” Ph.D. dissertation, Institut für Visualisierung und Interaktive Systeme (VIS), University of Stuttgart, Stuttgart, Germany, 2018.
J. Hyde et al., "Evaluating animated characters: Facial motion magnitude influences personality perceptions," ACM Transactions on Applied Perception, v. 13, n. 2, pp. 1-17, Mar. 2016, doi: https://doi.org/10.1145/2851499.
K. Ruhland et al., "Data-driven approach to synthesizing facial animation using motion capture," IEEE computer graphics and applications, v. 37, n. 4, pp. 30-41, Aug. 2017, doi: 10.1109/MCG.2017.3271467.
L. M. Flach et al., "Evaluation of the uncanny valley in CG characters," in Proc. of the Brazilian Symposium on Computer Games and Digital Entertainment, 2012, pp. 108--116.
V. F. A. Araujo et al., "Is the perceived comfort with CG characters increasing with their novelty," IEEE Computer Graphics and Applications, p. 1-1, 2021, doi: https://doi.org/10.1109/MCG.2021.3090198.
K. F. MacDorman, "Mortality salience and the uncanny valley," in Proc. of International Conference on Humanoid Robots, 2005, pp. 399--405, doi: 10.1109/ICHR.2005.1573600.
A. M. Rosenthal-von der Pütten and N. C. Krämer, "Individuals’ evaluations of and attitudes towards potentially uncanny robots," International Journal of Social Robotics, v. 7, n. 5, pp. 799-824, Aug. 2015, doi: 10.1109/MRA.2012.2192811.
P. T. West and J. Armstrong, "Charisma—studying its elusive nature," NASSP Bulletin, v. 64, n. 438, pp. 70-77, Oct. 1980, doi: https://doi.org/10.1177/019263658006443816.
G. R. Goethals and S. T. Allison, "Kings and charisma, Lincoln and leadership: An evolutionary perspective," in Conceptions of Leadership, Palgrave Macmillan, New York, EUA, Springer, 2014, ch. Kings and charisma, Lincoln and leadership: An evolutionary perspective, pp. 111--124, doi: https://doi.org/10.1057/9781137472038_7.
R. Awamleh and W. L. Gardner, "Perceptions of leader charisma and effectiveness: The effects of vision content, delivery, and organizational performance," The leadership quarterly, v. 10, n. 3, p. 345-373, 1999, doi: https://doi.org/10.1016/S1048-9843(99)00022-3.
R. E. Riggio, "Charisma," Encyclopedia of mental health, v. 1, p. 387-396, 1998.
V. F. A. Araujo et al., "Analysis of charisma, comfort and realism in CG characters from a gender perspective," The Visual Computer, v. 37, p. 1--14, 2021, doi: https://doi.org/10.1007/s00371-021-02214-2.
M. Paleari and C. Lisetti, "Psychologically grounded avatars expressions," in Proc. of Workshop on Emotion and Computing at KI, 2006, pp. 1--4
R. B. Queiroz et al., "Investigating macroexpressions and microexpressions in computer graphics animated faces," Presence, v. 23, n. 2, p. 191-208, Aug. 2014, doi: 10.1162/PRES_a_00180.
B. Bornemann et al., "Can you feel what you do not see? Using internal feedback to detect briefly presented emotional stimuli," International Journal of Psychophysiology, v. 85, n. 1, pp. 116-124,
X. B. Shen et al., "Effects of the duration of expressions on the recognition of microexpressions," Journal of Zhejiang University Science B, v. 13, n. 3, p. 221-230, March 2012, doi: https://doi.org/10.1631/jzus.B1100063.
W. Li et al., "Neural and behavioral evidence for affective priming from unconsciously perceived emotional facial expressions and the influence of trait anxiety," Journal of Cognitive Neuroscience, v. 20, n. 1, p. 95-107, Jan. 2008, doi: https://doi.org/10.1162/jocn.2008.20006.
G. D. Birkhoff, "Quelques éléments mathématiques de l'art," in Attidel Congresso Internazionale dei Matematici, Bologna, Sep.1929, pp.315–333.
G. D. Birkhoff, “Une theorie quantitative de l'est ?etique,” Bulletin de la Societe française de Philosophia, 1931.
G. D. Birkhoff, "Aesthetic measure,” Bull. Amer. Math. Soc, v. 40, pp. 7–10,1933.
F. Hoenig, "Defining Computational Aesthetics," in Proc. of Eurographics Workshop on Computational Aesthetics, 2005, pp. 13--18.
G. P. Dal Molin et al., "Can we estimate the perceived comfort of virtual human faces using visual cues?, " in Proc. of International Conference on Semantic Computing, 2021, pp. 366-369, doi: 10.1109/ICSC50631.2021.00085.
Publicado
18/10/2021
Como Citar
MUSSE, Soraia Raupp; PINHO, Greice; DALMORO, Bruna; ARAUJO, Victor Flávio de Andrade.
GranDGamesBR: Perceptual Analysis of Computer Graphics Characters in Digital Entertainment. In: WORKSHOP GRANDGAMESBR - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 20. , 2021, Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2021
.
p. 1029-1032.
DOI: https://doi.org/10.5753/sbgames_estendido.2021.19753.