Uncanny speech

Angela Tinwell, Mark Nicholas Grimshaw, Andrew Williams

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

Abstract

With increasing sophistication of realism for human-like characters within computer games, this chapter investigates player perception of audio-visual speech for virtual characters in relation to the Uncanny Valley. Building on the findings from both empirical studies and a literature survey, a conceptual framework for the uncanny and speech is put forward which includes qualities of speech sound, lip-sync, human-likeness of voice, and facial expression. A cross-modal mismatch for the fidelity of speech with image can increase uncanniness and as much attention should be given to speech sound qualities as aesthetic visual qualities by game developers to control how uncanny a character is perceived to be.
Original languageEnglish
Title of host publicationGame sound technology and player interaction : concepts and developments
EditorsMark Grimshaw
Number of pages22
PublisherIGI global
Publication date2011
Pages213-234
Chapter11
ISBN (Print)9781616928285
Publication statusPublished - 2011
Externally publishedYes

Fingerprint

Speech Sounds
Conceptual Framework
Facial Expression
Players
Likeness
Audiovisual Speech
Empirical Study
Mismatch
Fidelity
Realism
Aesthetics
Sophistication
Computer Games

Cite this

Tinwell, A., Grimshaw, M. N., & Williams, A. (2011). Uncanny speech. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 213-234). IGI global.
Tinwell, Angela ; Grimshaw, Mark Nicholas ; Williams, Andrew. / Uncanny speech. Game sound technology and player interaction: concepts and developments. editor / Mark Grimshaw. IGI global, 2011. pp. 213-234
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Tinwell, A, Grimshaw, MN & Williams, A 2011, Uncanny speech. in M Grimshaw (ed.), Game sound technology and player interaction: concepts and developments. IGI global, pp. 213-234.

Uncanny speech. / Tinwell, Angela; Grimshaw, Mark Nicholas; Williams, Andrew.

Game sound technology and player interaction: concepts and developments. ed. / Mark Grimshaw. IGI global, 2011. p. 213-234.

Research output: Contribution to book/anthology/report/conference proceedingBook chapterResearchpeer-review

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AB - With increasing sophistication of realism for human-like characters within computer games, this chapter investigates player perception of audio-visual speech for virtual characters in relation to the Uncanny Valley. Building on the findings from both empirical studies and a literature survey, a conceptual framework for the uncanny and speech is put forward which includes qualities of speech sound, lip-sync, human-likeness of voice, and facial expression. A cross-modal mismatch for the fidelity of speech with image can increase uncanniness and as much attention should be given to speech sound qualities as aesthetic visual qualities by game developers to control how uncanny a character is perceived to be.

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Tinwell A, Grimshaw MN, Williams A. Uncanny speech. In Grimshaw M, editor, Game sound technology and player interaction: concepts and developments. IGI global. 2011. p. 213-234