Survival horror games - an uncanny modality

Angela Tinwell, Mark Nicholas Grimshaw

Publikation: Konferencebidrag uden forlag/tidsskriftPaper uden forlag/tidsskriftForskningpeer review

Resumé

This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character?s voice sounded, how human-like facial expression appeared and the synchronization of the character?s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny.
OriginalsprogEngelsk
Publikationsdato1 apr. 2009
StatusUdgivet - 1 apr. 2009

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Acoustic waves
Synchronization
Experiments

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title = "Survival horror games - an uncanny modality",
abstract = "This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character?s voice sounded, how human-like facial expression appeared and the synchronization of the character?s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny.",
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note = "Paper presented at the Thinking After Dark International Conference, Montreal, Canada, 23 - 25 April 2009. The conference website is available at http://conference2009.ludicine.ca/",
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Survival horror games - an uncanny modality. / Tinwell, Angela; Grimshaw, Mark Nicholas.

2009.

Publikation: Konferencebidrag uden forlag/tidsskriftPaper uden forlag/tidsskriftForskningpeer review

TY - CONF

T1 - Survival horror games - an uncanny modality

AU - Tinwell, Angela

AU - Grimshaw, Mark Nicholas

N1 - Paper presented at the Thinking After Dark International Conference, Montreal, Canada, 23 - 25 April 2009. The conference website is available at http://conference2009.ludicine.ca/

PY - 2009/4/1

Y1 - 2009/4/1

N2 - This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character?s voice sounded, how human-like facial expression appeared and the synchronization of the character?s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny.

AB - This study investigates the relationship between the perceived eeriness of a virtual character with the perception of human-likeness for some attributes of motion and sound. 100 participants were asked to rate 13 video clips of 12 different virtual characters and one human. The results indicate that attributes of motion and sound do exaggerate the uncanny phenomenon and how frightening that character is perceived to be. Strong correlations were identified for the perceived eeriness for a character with how human-like a character?s voice sounded, how human-like facial expression appeared and the synchronization of the character?s sound with lip movement; characters rated as the least synchronized were perceived to be the most frightening. Based on the results of this study, this paper seeks to define an initial set of hypotheses for the fear-evoking aspects of character facial rendering and vocalization in survival horror games that can be used by game designers seeking to increase the fear factor in the genre and that will form the basis of further experiments which, it is hoped, will lead to a conceptual framework for the uncanny.

KW - Uncanny Valley,Emotion,Computer games

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