The Uncanny Valley In Games And Animation
Download The Uncanny Valley In Games And Animation full books in PDF, epub, and Kindle. Read online free The Uncanny Valley In Games And Animation ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads.
Author |
: Angela Tinwell |
Publisher |
: CRC Press |
Total Pages |
: 232 |
Release |
: 2014-12-10 |
ISBN-10 |
: 9781466586956 |
ISBN-13 |
: 1466586958 |
Rating |
: 4/5 (56 Downloads) |
Synopsis The Uncanny Valley in Games and Animation by : Angela Tinwell
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
Author |
: Lawrence Weschler |
Publisher |
: Catapult |
Total Pages |
: 315 |
Release |
: 2011-10-01 |
ISBN-10 |
: 9781582438412 |
ISBN-13 |
: 1582438412 |
Rating |
: 4/5 (12 Downloads) |
Synopsis Uncanny Valley by : Lawrence Weschler
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.
Author |
: Sylvie Bissonnette |
Publisher |
: Routledge |
Total Pages |
: 504 |
Release |
: 2019-03-11 |
ISBN-10 |
: 9781351054447 |
ISBN-13 |
: 1351054449 |
Rating |
: 4/5 (47 Downloads) |
Synopsis Affect and Embodied Meaning in Animation by : Sylvie Bissonnette
This book combines insights from the humanities and modern neuroscience to explore the contribution of affect and embodiment on meaning-making in case studies from animation, video games, and virtual worlds. As we interact more and more with animated characters and avatars in everyday media consumption, it has become vital to investigate the ways that animated environments influence our perception of the liberal humanist subject. This book is the first to apply recent research on the application of the embodied mind thesis to our understanding of embodied engagement with nonhumans and cyborgs in animated media, analyzing works by Émile Cohl, Hayao Miyazaki, Tim Burton, Norman McLaren, the Quay Brothers, Pixar, and many others. Drawing on the breakthroughs of modern brain science to argue that animated media broadens the viewer’s perceptual reach, this title offers a welcome contribution to the growing literature at the intersection of cognitive studies and film studies, with a perspective on animation that is new and original. ‘Affect and Embodied Meaning in Animation’ will be essential reading for researchers of Animation Studies, Film and Media Theory, Posthumanism, Video Games, and Digital Culture, and will provide a key insight into animation for both undergraduate and graduate students. Because of the increasing importance of visual effect cinema and video games, the book will also be of keen interest within Film Studies and Media Studies, as well as to general readers interested in scholarship in animated media.
Author |
: Virgilio Vasconcelos |
Publisher |
: Packt Publishing Ltd |
Total Pages |
: 438 |
Release |
: 2011-06-17 |
ISBN-10 |
: 9781849513210 |
ISBN-13 |
: 184951321X |
Rating |
: 4/5 (10 Downloads) |
Synopsis Blender 2.5 Character Animation Cookbook by : Virgilio Vasconcelos
Annotation Blender is an open source 3D graphics application that can be used for modeling, rigging, animating, rendering and thousands of other things. While modeling characters isn't the biggest of your worries, animating them to make them feel as-good-as alive is what differentiates a professional from an amateur. This book offers clear, illustrative, and easy-to-follow recipes to create character rigs and animations for common situations. Bring your characters to life by understanding the principles, techniques and approaches involved in creating rigs and animations, you'll be able to adapt them to your own characters and films. The book offers clear step-by-step tutorials, with detailed explanations, screenshots and support files to help you understand the principles behind each topic. Each recipe covers a logical step of the complete creation of a character rig and animation, so you're not overwhelmed with too much information at once. You'll see numerous examples and screenshots that guide to achieve various rigging and animation tasks, logically separated so you can understand each in detail. The rigging topics are divided by each region of the body (torso, limbs, face, eyes), and further separated by the specific topic (neck, fingers, mouth, eyelids, etc) for clarity. All rigging tasks are accomplished with the built-in tools in Blender, without the complexity of coding custom Python behaviors or user interface elements. The animation topics deal with common situations found in real world productions, showing good practices to understand and overcome the challenges.
Author |
: Rob O'Neill |
Publisher |
: CRC Press |
Total Pages |
: 324 |
Release |
: 2015-10-07 |
ISBN-10 |
: 9781482250787 |
ISBN-13 |
: 1482250780 |
Rating |
: 4/5 (87 Downloads) |
Synopsis Digital Character Development by : Rob O'Neill
Every animated film and video game production spends a large percentage of its resources and time on advancing the quality of the digital characters inhabiting the world being created. This book presents the theory and practice behind the creation of digital characters for film and games using software-agnostic descriptions that apply to any animation application. It provides insight from a real production environment and the requirements that such an environment imposes. With rich illustrations and visual code examples throughout, this book provides a comprehensive roadmap to character development for both professionals and students.
Author |
: Robin James Stuart Sloan |
Publisher |
: CRC Press |
Total Pages |
: 248 |
Release |
: 2015-05-07 |
ISBN-10 |
: 9781466598201 |
ISBN-13 |
: 1466598204 |
Rating |
: 4/5 (01 Downloads) |
Synopsis Virtual Character Design for Games and Interactive Media by : Robin James Stuart Sloan
While the earliest character representations in video games were rudimentary in terms of their presentation and performance, the virtual characters that appear in games today can be extremely complex and lifelike. These are characters that have the potential to make a powerful and emotional connection with gamers. As virtual characters become more
Author |
: Andy Beane |
Publisher |
: John Wiley & Sons |
Total Pages |
: 357 |
Release |
: 2012-01-25 |
ISBN-10 |
: 9781118239056 |
ISBN-13 |
: 1118239059 |
Rating |
: 4/5 (56 Downloads) |
Synopsis 3D Animation Essentials by : Andy Beane
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Author |
: Alberto Menache |
Publisher |
: Elsevier |
Total Pages |
: 267 |
Release |
: 2011-01-24 |
ISBN-10 |
: 9780123814975 |
ISBN-13 |
: 0123814979 |
Rating |
: 4/5 (75 Downloads) |
Synopsis Understanding Motion Capture for Computer Animation by : Alberto Menache
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Author |
: Tracey Mollet |
Publisher |
: Bloomsbury Publishing USA |
Total Pages |
: 217 |
Release |
: 2017-10-19 |
ISBN-10 |
: 9781501328770 |
ISBN-13 |
: 1501328778 |
Rating |
: 4/5 (70 Downloads) |
Synopsis Cartoons in Hard Times by : Tracey Mollet
The storyboard so far -- The Roosevelt honeymoon 1932-1934 -- Animating depression America 1934-1937 -- International relations in animation 1936-1941 -- Animated nationalism 1937-1941 -- Animation at war: Disney, Warner Brothers and the United States government 1941-1943 -- Animation at war: Disney, Warner Brothers and war-time entertainment 1941-1945 -- That's all folks
Author |
: Eran Dinur |
Publisher |
: Routledge |
Total Pages |
: 268 |
Release |
: 2021-11-14 |
ISBN-10 |
: 9780429534348 |
ISBN-13 |
: 0429534345 |
Rating |
: 4/5 (48 Downloads) |
Synopsis The Complete Guide to Photorealism for Visual Effects, Visualization and Games by : Eran Dinur
This book offers a comprehensive and detailed guide to accomplishing and perfecting a photorealistic look in digital content across visual effects, architectural and product visualization, and games. Emmy award-winning VFX supervisor Eran Dinur offers readers a deeper understanding of the complex interplay of light, surfaces, atmospherics, and optical effects, and then discusses techniques to achieve this complexity in the digital realm, covering both 3D and 2D methodologies. In addition, the book features artwork, case studies, and interviews with leading artists in the fields of VFX, visualization, and games. Exploring color, integration, light and surface behaviour, atmospherics, shading, texturing, physically-based rendering, procedural modelling, compositing, matte painting, lens/camera effects, and much more, Dinur offers a compelling, elegant guide to achieving photorealism in digital media and creating imagery that is seamless from real footage. Its broad perspective makes this detailed guide suitable for VFX, visualization and game artists and students, as well as directors, architects, designers, and anyone who strives to achieve convincing, believable visuals in digital media.