Tinwell, A. and Grimshaw, M. (2009) ‘Bridging the uncanny: an impossible traverse?’, in Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, Tampere, Finland, pp. 66-73.
Tinwell, A. and Grimshaw, M. (2009) ‘Bridging the uncanny: an impossible traverse?’, in Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, Tampere, Finland, pp. 66-73.
How do learners respond to pedagogical agents that deliver social-oriented non-task messages? Impact on student learning, perceptions, and experiences
In this paper, I investigate the impact of non-task pedagogical agent behavior on learning outcomes, perceptions
of agents’ interaction ability, and learner experiences. Quasi-experimental results indicate that while the addition of non-task comments to an on-task tutorial may increase learning and perceptions of the agent’s ability to interact with learners, this increase is not statistically significant. Further addition of
non-task comments however, harms learning and perceptions of the agent’s ability to interact with learners in statistically significant ways. Qualitative results reveal that on-task interactions are efficient but impersonal, while non-task interactions were memorable, but distracting. Implications include the potential for non-task interactions to create an uncanny valley effect for agent behavior.
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Why Leap Over? Redefining the Banks of the Uncanny Valley
presented at the Swansea Animation Days 2008
With the advent of 3D CGI in the last couple of years, and their ability to push ever further the limits of realism in... more
With the advent of 3D CGI in the last couple of years, and their ability to push ever further the limits of realism in animation, scholars have brought back the old robotics theory of the Uncanny Valley under their scrutiny. By doing so, they hope to shed new light on the quest almost as old as animation itself of perfect life like animation.
However some scholars tend to dismiss the theory all together by calling uncanny animation simply bad animation. The aim of this paper, is to study the roots of cartoon design, i.e. caricature, and how it influences audience relationship with the animated character.
By exploring history of art, facial recognition and social
releasing mechanisms the author shows that a simplified caricatural, or cartoony, design can actually trigger stronger emotional responses than even fully realistic animation could. In doing so the author redefines the very curve of the Uncanny Valley to propose a theory that elevates the left side (unrealistic design) of the curve higher than the right one (fully realistic design) to emphasise the actual strengths of unrealistic cartoon style animation while allowing for the existence of uncanny or realistic animation, but perhaps outside the field of animated film
per se.
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