The Uncanny Valley in Games and Animation

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Publisher : CRC Press
ISBN 13 : 1466586958
Total Pages : 232 pages
Book Rating : 4.4/5 (665 download)

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Book Synopsis The Uncanny Valley in Games and Animation by : Angela Tinwell

Download or read book The Uncanny Valley in Games and Animation written by Angela Tinwell and published by CRC Press. This book was released on 2014-12-10 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Game Anim

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Publisher : CRC Press
ISBN 13 : 1000357805
Total Pages : 307 pages
Book Rating : 4.0/5 (3 download)

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Book Synopsis Game Anim by : Jonathan Cooper

Download or read book Game Anim written by Jonathan Cooper and published by CRC Press. This book was released on 2021-04-19 with total page 307 pages. Available in PDF, EPUB and Kindle. Book excerpt: The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Affect and Embodied Meaning in Animation

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Author :
Publisher : Routledge
ISBN 13 : 1351054449
Total Pages : 493 pages
Book Rating : 4.3/5 (51 download)

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Book Synopsis Affect and Embodied Meaning in Animation by : Sylvie Bissonnette

Download or read book Affect and Embodied Meaning in Animation written by Sylvie Bissonnette and published by Routledge. This book was released on 2019-03-11 with total page 493 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Uncanny Valley

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Publisher : Catapult
ISBN 13 : 1582438412
Total Pages : 315 pages
Book Rating : 4.5/5 (824 download)

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Book Synopsis Uncanny Valley by : Lawrence Weschler

Download or read book Uncanny Valley written by Lawrence Weschler and published by Catapult. This book was released on 2011-10-01 with total page 315 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Moving Innovation

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Publisher : MIT Press
ISBN 13 : 0262528401
Total Pages : 373 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Moving Innovation by : Tom Sito

Download or read book Moving Innovation written by Tom Sito and published by MIT Press. This book was released on 2015-08-21 with total page 373 pages. Available in PDF, EPUB and Kindle. Book excerpt: A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.

Virtual Character Design for Games and Interactive Media

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Publisher : CRC Press
ISBN 13 : 1466598204
Total Pages : 256 pages
Book Rating : 4.4/5 (665 download)

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Book Synopsis Virtual Character Design for Games and Interactive Media by : Robin James Stuart Sloan

Download or read book Virtual Character Design for Games and Interactive Media written by Robin James Stuart Sloan and published by CRC Press. This book was released on 2015-05-07 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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 intricate and varied, there is a growing need to examine the theory and practice of virtual character design. This book seeks to develop a series of critical frameworks to support the analysis and design of virtual characters. Virtual Character Design for Games and Interactive Media covers a breadth of topics to establish a relationship between pertinent artistic and scientific theories and good character design practice. Targeted at students, researchers, and professionals, the book aims to show how both character presentation and character performance can be enhanced through careful consideration of underlying theory. The book begins with a focus on virtual character presentation, underpinned by a discussion of biological, artistic, and sociological principles. Next it looks at the performance of virtual characters, encompassing the psychology of emotion and personality, narrative and game design theories, animation, and acting. The book concludes with a series of applied virtual character design examples. These examples examine the aesthetics of player characters, the design and performance of the wider cast of game characters, and the performance of characters within complex, hyperreal worlds.

Digital Character Development

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Publisher : CRC Press
ISBN 13 : 1482250780
Total Pages : 332 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis Digital Character Development by : Rob O'Neill

Download or read book Digital Character Development written by Rob O'Neill and published by CRC Press. This book was released on 2015-10-07 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital characters are a driving force in the entertainment industry today. 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

Three Fingers

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Publisher : Top Shelf Productions
ISBN 13 : 1603092218
Total Pages : 147 pages
Book Rating : 4.6/5 (3 download)

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Book Synopsis Three Fingers by : Rich Koslowski

Download or read book Three Fingers written by Rich Koslowski and published by Top Shelf Productions. This book was released on 2002 with total page 147 pages. Available in PDF, EPUB and Kindle. Book excerpt: WINNER of the 2003 Ignatz Award for Best Graphic Novel! ". . . a single-minded obsession with animation history informs this work even as its creator twists and tears that history into a new, hideous, and hilarious form. There's a little bit of Roger Rabbit and a whole lot of Spinal Tap at work here. Twisted and dark, funny and frightening, this is a deliciously evil toon history that demands attention." -- Alan David Doane Top Shelf is proud to present a very unique comics project. Through a series of never-before-seen interviews and rare photos, documentary-maker Rich Koslowski reveals the horrifying true story behind the Cartoon industry and our most celebrated cartoon actors -- the story that Hollywood doesn't want you to see. Told in the same style as a Ken Burns documentary, with interviews of 'toon stars today as well as historical "file footage"of the "early years,"this work of fiction will forever change the way you think of those beloved characters in the white gloves. ... Rich Koslowski has worked in the Animation and Comic Book industry for the past 12 years. Best known for his three-time, Eisner-nominated work on his self-published parody title "The 3 Geeks,"this ground-breaking graphic novel is sure to appeal to everyone.

Plus

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Publisher : Carroll & Graf Pub
ISBN 13 : 9780881842890
Total Pages : 215 pages
Book Rating : 4.8/5 (428 download)

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Book Synopsis Plus by : Joseph McElroy

Download or read book Plus written by Joseph McElroy and published by Carroll & Graf Pub. This book was released on 1987-01-01 with total page 215 pages. Available in PDF, EPUB and Kindle. Book excerpt: Imp Plus, a brain removed from an individual with a wife and child, begins to develop self-awareness as it orbits the earth in a space capsule.

Cyber-Humans

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Publisher : Springer
ISBN 13 : 3319250507
Total Pages : 291 pages
Book Rating : 4.3/5 (192 download)

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Book Synopsis Cyber-Humans by : Woodrow Barfield

Download or read book Cyber-Humans written by Woodrow Barfield and published by Springer. This book was released on 2015-12-17 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: It is predicted that robots will surpass human intelligence within the next fifty years. The ever increasing speed of advances in technology and neuroscience, coupled with the creation of super computers and enhanced body parts and artificial limbs, is paving the way for a merger of both human and machine. Devices which were once worn on the body are now being implanted into the body, and as a result, a class of true cyborgs, who are displaying a range of skills beyond those of normal humans-beings, are being created. There are cyborgs which can see colour by hearing sound, others have the ability to detect magnetic fields, some are equipped with telephoto lenses to aid their vision or implanted computers to monitor their heart, and some use thought to communicate with a computer or to manipulate a robotic arm. This is not science-fiction, these are developments that are really happening now, and will continue to develop in the future. However, a range of legal and policy questions has arisen alongside this rise of artificial intelligence. Cyber-Humans provides a deep and unique perspective on the technological future of humanity, and describes how law and policy will be particularly relevant in creating a fair and equal society and protecting the liberties of different life forms which will emerge in the 21st century. Dr Woodrow (Woody) Barfield previously headed up the Sensory Engineering Laboratory, holding the position of Industrial and Systems Engineering Professor at the University of Washington. His research revolves around the design and use of wearable computers and augmented reality systems and holds both JD and LLM degrees in intellectual property law and policy. He has published over 350 articles and major presentations in the areas of computer science, engineering and law. He currently lives in Chapel Hill, NC, USA.

Push Start

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Publisher : Earbooks
ISBN 13 : 9783943573091
Total Pages : 0 pages
Book Rating : 4.5/5 (73 download)

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Book Synopsis Push Start by : Stephan Günzel

Download or read book Push Start written by Stephan Günzel and published by Earbooks. This book was released on 2014 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Traces the graphic evolution from early games through the golden era of arcade gaming all the way to current HD masterpieces"--From publisher's note.

3D Animation Essentials

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Publisher : John Wiley & Sons
ISBN 13 : 1118239059
Total Pages : 357 pages
Book Rating : 4.1/5 (182 download)

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Book Synopsis 3D Animation Essentials by : Andy Beane

Download or read book 3D Animation Essentials written by Andy Beane and published by John Wiley & Sons. This book was released on 2012-01-25 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Stop Staring

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Publisher : John Wiley & Sons
ISBN 13 : 078215171X
Total Pages : 367 pages
Book Rating : 4.7/5 (821 download)

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Book Synopsis Stop Staring by : Jason Osipa

Download or read book Stop Staring written by Jason Osipa and published by John Wiley & Sons. This book was released on 2006-02-20 with total page 367 pages. Available in PDF, EPUB and Kindle. Book excerpt: "No other book to date presents facial animation concepts, theory, and practical application with the authority that Stop Staring does." —TIEM Design Crafting believable facial animation is one of the most challenging, yet rewarding aspects of 3D graphics. Done right, this art breathes life into otherwise deadpan faces. In this extraordinary book, professional animator Jason Osipa teaches you how to achieve realistic facial modeling and animation. Using detailed practical examples complemented with high-quality images and a touch of humor, Osipa leads you from design and modeling to rigging and animation. The CD and full-color insert demonstrate techniques you can use to fine-tune your facial animations. Reviewed and approved by Alias|Wavefront, Stop Staring: Facial Modeling and Animation Done Right, uses the Academy Award(r) winning Maya(r) 3D animation and effects software as the focus for its examples, yet the principles and techniques are described in ways that will be helpful to anyone working on facial modeling and animation. Mastering the Face Start out by getting familiar with the range of possible facial expressions, then focus on animating and modeling the mouth, eyes and brows. When you're ready to bring it all together, you can generate a scene from concept to completion. Topics covered include: Understanding how the whole face affects expression Learning visimes and lip sync techniques Constructing a mouth and mouth keys Building emotion through the eyes and brows Building interfaces to easily connect and control your models Skeletal setup, weighting, and rigging Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

Hand-Made Television

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Publisher : Springer
ISBN 13 : 1137551631
Total Pages : 132 pages
Book Rating : 4.1/5 (375 download)

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Book Synopsis Hand-Made Television by : R. Moseley

Download or read book Hand-Made Television written by R. Moseley and published by Springer. This book was released on 2016-04-29 with total page 132 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hand-Made Television explores the ongoing enchantment of many of the much-loved stop-frame children's television programmes of 1960s and 1970s Britain. The first academic work to analyse programmes such as Pogles' Wood (1966), Clangers (1969), Bagpuss (1974) (Smallfilms) and Gordon Murray's Camberwick Green (1966), Trumpton (1967) and Chigley (1969), the book connects these series to their social and historical contexts while providing in-depth analyses of their themes and hand-made aesthetics. Hand-Made Television shows that the appeal of these programmes is rooted not only in their participatory address and evocation of a pastoral English past, but also in the connection of their stop-frame aesthetics to the actions of childhood play. This book makes a significant contribution to both Animation Studies and Television Studies; combining scholarly rigour with an accessible style, it is suitable for scholars as well as fans of these iconic British children's programmes.

Cartoons in Hard Times

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Publisher : Bloomsbury Publishing USA
ISBN 13 : 1501328751
Total Pages : 216 pages
Book Rating : 4.5/5 (13 download)

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Book Synopsis Cartoons in Hard Times by : Tracey Mollet

Download or read book Cartoons in Hard Times written by Tracey Mollet and published by Bloomsbury Publishing USA. This book was released on 2017-10-19 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cartoons in Hard Times provides a comprehensive analysis of the short subject animation released by the Walt Disney and Warner Brothers from 1932 and 1945, one of the most turbulent periods in Unites States history. Through a combination of content analysis, historical understanding and archival research, this book sheds new light on a hitherto unexplored area of animation, suggesting the ways in which Disney and Warner Brothers animation engaged with historical, social, economic and political changes in this era. The book also traces the development of animation into a medium fit for propaganda in 1941 and the changes in characters, tone, music and narrative that took place to facilitate this transition. Animation transformed in this era from a medium of entertainment, to a socio-political commentator before finally undertaking government sponsored propaganda during the Second World War.

Understanding Motion Capture for Computer Animation

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Author :
Publisher : Elsevier
ISBN 13 : 9780123814975
Total Pages : 276 pages
Book Rating : 4.8/5 (149 download)

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Book Synopsis Understanding Motion Capture for Computer Animation by : Alberto Menache

Download or read book Understanding Motion Capture for Computer Animation written by Alberto Menache and published by Elsevier. This book was released on 2011-01-24 with total page 276 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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

Robots

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Author :
Publisher : Penguin Putnam
ISBN 13 :
Total Pages : 176 pages
Book Rating : 4.3/5 (91 download)

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Book Synopsis Robots by : Jasia Reichardt

Download or read book Robots written by Jasia Reichardt and published by Penguin Putnam. This book was released on 1978 with total page 176 pages. Available in PDF, EPUB and Kindle. Book excerpt: