Abstract
The realistic depiction of lifelike virtual humans has been the goal of many movie makers in the last decade. Recently, films such as Tron: Legacy and The Curious Case of Benjamin Button have produced highly realistic characters. In the real-time domain, there is also a need to deliver realistic virtual characters, with the increase in popularity of interactive drama video games (such as L.A. Noire™ or Heavy Rain™). There have been mixed reactions from audiences to lifelike characters used in movies and games, with some saying that the increased realism highlights subtle imperfections, which can be disturbing. Some developers opt for a stylized rendering (such as cartoon-shading) to avoid a negative reaction [Thompson 2004]. In this paper, we investigate some of the consequences of choosing realistic or stylized rendering in order to provide guidelines for developers for creating appealing virtual characters. We conducted a series of psychophysical experiments to determine whether render style affects how virtual humans are perceived. Motion capture with synchronized eye-tracked data was used throughout to animate custom-made virtual model replicas of the captured actors.
Supplemental Material
Available for Download
Supplemental material.
- Bartneck, C., Kanda, T., Ishiguro, H., and Hagita, N. 2007. Is the uncanny valley an uncanny cliff? In Proceedings of the 16th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN07), 368--373.Google Scholar
- Buller, D., and Burgoon, J. K. 1996. Interpersonal deception theory. Communication Theory 6, 203--242.Google Scholar
Cross Ref
- Chaminade, T., Hodgins, J., and Kawato, M. 2007. Anthropomorphism influences perception of computer-animated characters' actions. Social Cognitive and Affective Neuroscience 2, 206--216.Google Scholar
Cross Ref
- Chen, H., Russell, R., Nakayama, K., and Livingstone, M. 2010. Crossing the 'uncanny valley': adaptation to cartoon faces can influence perception of human faces. Perception 39, 3, 378--386.Google Scholar
Cross Ref
- Curio, C., Breidt, M., Kleiner, M., Vuong, Q. C., Giese, M. A., and Bülthoff, H. H. 2006. Semantic 3d motion retargeting for facial animation. In APGV '06: Proceedings of the 3nd symposium on Applied perception in graphics and visualization, 77--84. Google Scholar
Digital Library
- DePaulo, B. M., Lindsay, J. J., Malone, B. E., Muhlenbruck, L., Charlton, K., and Cooper, H. 2003. Cues to deception. Psychological Bulletin 129, 74--118.Google Scholar
Cross Ref
- Ekman, P., and Friesen, W. V. 2003. Unmasking the face: a guide to recognizing emotions from facial clues. Malor Books.Google Scholar
- Geller, T. 2008. Overcoming the uncanny valley. In IEEE Computer Graphics and Applications, vol. 28, 11--17. Google Scholar
Digital Library
- Han, S., Jiang, Y., Humphreys, G. W., Zhou, T., and Cai, P. 2005. Distinct neural substrates for the perception of real and virtual visual worlds. NeuroImage 24, 928--935.Google Scholar
Cross Ref
- Hanson, D., Olney, A., Prilliman, S., Mathews, E., Zielke, M., Hammons, D., Fernandez, R., and Stephanou, H. 2005. Upending the uncanny valley. In Proceedings of the National Conference on Artificial Intelligence (AAI05), 24--41. Google Scholar
Digital Library
- Hodgins, J., O'Brien, J., and Tumblin, J. 1998. Perception of human motion with different geometric models. IEEE Transactions on Visualization and Computer Graphics 4, 4, 307--316. Google Scholar
Digital Library
- Hodgins, J. K., Jörg, S., O'Sullivan, C., Park, S. I., and Mahler, M. 2010. The saliency of anomalies in animated human characters. ACM Transactions on Applied Perception 7, 4, 1--14. Google Scholar
Digital Library
- Köhnken, H., Gleicher, M., and Pighin, F. 1989. Behavioral correlates of statement credibility: theories, paradigms and results. Criminal behavior and the justice system: Psychological perspectives, 271--289.Google Scholar
- Levi, S. 2004. Why Tom Hanks is less than human; while sensors cannot capture how humans act, humans can give life to digital characters. In Newsweek 650, 305--306.Google Scholar
- MacDorman, K. F., Green, R. D., Ho, C. H., and Clinton, T. K. 2009. Too real for comfort? Uncanny responses to computer generated faces. Computers in Human Behavior 25, 695--710. Google Scholar
Digital Library
- Mar, R. A., Kelley, W. M., Heatherton, T. F., and Macrae, C. N. 2007. Detecting agency from the biological motion of veridical vs animated agents. Social Cognitive and Affective Neuroscience Adcance Access 2, 3, 199--205.Google Scholar
Cross Ref
- McDonnell, R., Jörg, S., McHugh, J., Newell, F., and O'Sullivan, C. 2009. Investigating the role of body shape on the perception of emotion. ACM Transactions on Applied Perception 6, 3, 14:1--14:11. Google Scholar
Digital Library
- Mori, M. 1970. The uncanny valley. Energy 7, 4, 33--35.Google Scholar
- Nowak, K. L., and Biocca, F. 2003. The effect of the agency and anthropomorphism on users' sense of telepresence, copresence, and social presence in virtual environments. Presence 12, 5, 481--494. Google Scholar
Digital Library
- Perani, D., Fazio, F., Borghese, N. A., Tettamanti, M., Ferrari, S., Decety, J., and Gilardi, M. C. 2001. Different brain correlates for watching real and virtual hand actions. NeuroImage 14, 749--758.Google Scholar
Cross Ref
- Reeves, B., and Naas, C. 1996. The media equation: How people treat computers, television, and new media like real people and places. In Stanford, CA, CSLI Publications. Google Scholar
Digital Library
- Saygin, A. P., Chaminade, T., Ishiguro, H., Driver, J., and Frith, C. 2012. The thing that should not be: predictive coding and the uncanny valley in perceiving human and humanoid robot actions. Social Cognitive and Affective Neuro-science 7, 4, 413--442.Google Scholar
Cross Ref
- Slater, M., and Steed, A. 2002. Meeting people virtually: Experiments in shared virtual environments. In The social life of avatars: Presence and interaction in shared virtual environments, 146--171. Google Scholar
Digital Library
- Steptoe, W., Steed, A., Rovira, A., and Rae, J. 2010. Lie tracking: social presence, truth and deception in avatar-mediated telecommunication. In CHI '10: Proceedings of the 28th international conference on Human factors in computing systems, 1039--1048. Google Scholar
Digital Library
- Thompson, C. 2004. The undead zone: Why realistic graphics make humans look creepy. Slate.Google Scholar
Index Terms
Render me real?: investigating the effect of render style on the perception of animated virtual humans
Recommendations
Does render style affect perception of personality in virtual humans?
SAP '14: Proceedings of the ACM Symposium on Applied PerceptionDelivering appealing virtual characters conveying personality is becoming extremely important in the entertainment industry and beyond. A theory called the 'Uncanny Valley' has been used to describe the phenomenon that the appearance of a virtual ...
Perception of personality through eye gaze of realistic and cartoon models
SAP '15: Proceedings of the ACM SIGGRAPH Symposium on Applied PerceptionIn this paper, we conducted a perceptual experiment to determine if specific personality traits can be portrayed through eye and head movement in the absence of other facial animation cues. We created a collection of eye and head motions captured from ...
Unpleasantness of animated characters corresponds to increased viewer attention to faces
SAP '13: Proceedings of the ACM Symposium on Applied PerceptionAnimated characters are frequently used in television programs, movies, and video games, but relatively little is known about how their characteristics affect attention and viewer opinions. We used eyetracking and questionnaires to examine the role of ...





Comments