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| Tom Geller, "Overcoming the Uncanny Valley," IEEE Computer Graphics and Applications, vol. 28, no. 4, pp. 11-17, July/August, 2008. | |||
| BibTex | x | ||
| @article{ 10.1109/MCG.2008.79, author = {Tom Geller}, title = {Overcoming the Uncanny Valley}, journal ={IEEE Computer Graphics and Applications}, volume = {28}, number = {4}, issn = {0272-1716}, year = {2008}, pages = {11-17}, doi = {http://doi.ieeecomputersociety.org/10.1109/MCG.2008.79}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Computer Graphics and Applications TI - Overcoming the Uncanny Valley IS - 4 SN - 0272-1716 SP11 EP17 EPD - 11-17 A1 - Tom Geller, PY - 2008 KW - animation KW - computer graphics KW - modeling KW - robotics KW - simulation VL - 28 JA - IEEE Computer Graphics and Applications ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2008.79
What makes some near-human animated characters scary while others are merely laughable? Visual artists and roboticists face these questions as they seek to alternately frighten and endear. Recent attempts to create accurate human replicas have brought these questions to the fore with increased urgency. This essay looks at theories and real-world approaches as their work approaches what Japanese roboticist Masahiro Mori described as "The Uncanny Valley" in human representation.
Index Terms:
animation, computer graphics, modeling, robotics, simulation
Citation:
Tom Geller, "Overcoming the Uncanny Valley," IEEE Computer Graphics and Applications, vol. 28, no. 4, pp. 11-17, July-Aug. 2008, doi:10.1109/MCG.2008.79
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