본문 바로가기
KERD
논문KCI 등재

The Analysis of the Realistic Adventure Game Character Design of the Uncanny Valley - A Case Study of Lara in Tomb Raider

0

조회

0

다운로드

1

인용

0

참고문헌

키워드

초록

In 1970, Masahiro Mori proposed the uncanny valley concept. At the time, the proposal aroused little reaction, However, the uncanny valley is just a hypothesis, not a strict theory. Many subsequent studies have shown that it is true that the uncanny valley is reasonable; With the development of game consoles and personal computers, uncanny valley in video games will become more and more common. but, for the time being, special introductions and game related research on the uncanny valley are still very rare. In this paper, with Masahiro Mori’s uncanny valley as a benchmark and using the evolution of Tomb Raider’s Lara Croft over 20 years as an example, we analyze the significance of the uncanny valley in the design of realistic adventure game characters from such aspects as facial expression and texture. It's not easy to see the development of the technology in the game by using this approach. And it makes game makers determinate the scope of uncanny valley more exactly to made better games.

Abstract

In 1970, Masahiro Mori proposed the uncanny valley concept. At the time, the proposal aroused little reaction, However, the uncanny valley is just a hypothesis, not a strict theory. Many subsequent studies have shown that it is true that the uncanny valley is reasonable; With the development of game consoles and personal computers, uncanny valley in video games will become more and more common. but, for the time being, special introductions and game related research on the uncanny valley are still very rare. In this paper, with Masahiro Mori’s uncanny valley as a benchmark and using the evolution of Tomb Raider’s Lara Croft over 20 years as an example, we analyze the significance of the uncanny valley in the design of realistic adventure game characters from such aspects as facial expression and texture. It's not easy to see the development of the technology in the game by using this approach. And it makes game makers determinate the scope of uncanny valley more exactly to made better games.

참고문헌 (16)

  1. 주헌식, "게임 캐릭터 제작을 위한 게임 크리쳐 제작에 관한 연구", 한국컴퓨터게임학회논문지, 27(3), pp.203~209 (2014), (사)한국컴퓨터게임학회
  2. 정형원, "스마트폰 게임사운드가 게임점수 획득에 미치는 영향런닝 어드벤처 게임 윈드러너 중심으로", 한국컴퓨터게임학회논문지, 26(3), pp.35~42 (2013), (사)한국컴퓨터게임학회
  3. Ernst Jentsch, "Zur Psychologie des Unheimlich en", pp.195~198 (1906), Psychiatrisch-Neurologische Wochenschrift
  4. Masahiro Mori, "The Uncanny Valley", Energy, 7(4), pp.33~35 (1970)
  5. Shawn A. Steckenfinger, "Monkey Visual Behavior Falls into the Uncanny Valley", Proceedings of the National Academy of Sciences, 106(43), pp.18362~18366 (2009)
  6. Chin Chang Ho, "Revisiting the Uncanny Valley Theory: Developing and Validating an Alternative to the Godspeed Indices", Computers in Human Behavior, 26, pp.1508~1518 (2010)
  7. David J. Lewkowicz, "The Development of the Uncanny Valley in Infants", Developmental Psychobiology, 54(2), pp.124~132 (2011)
  8. Ayse Pinar Saygin, "The Thing that should not be: Predictive Coding and the Uncanny Valley in Perceiving Human and Humanoid Robot Actions", Social Cognitive and Affective Neuroscience, 7(4), pp.413~422 (2012)
  9. David Hanson, "Upending the Uncanny Valley", Proceedings of the National Conference on Artificial Intelligence, 20, pp.1728~1729 (2005)
  10. 배재환, "Unity 3D 게임 엔진을 이용한 슈팅 게임 설계 및 개발", 한국컴퓨터게임학회논문지, 29(1), pp.93~100 (2016), (사)한국컴퓨터게임학회
  11. Zhang Jing Wu, "The Uncanny Valley Theory and Its Significance to the Role Design in Digital Video Arts", Studies in Culture Art, 7(1), pp.111~117 (2014)
  12. Sigmund Freud, "Psy2chologische Schriften. Band IV" (1970), S. Fischer Verlag
  13. "Video Games and the Uncanny Valley" (2008)[URL]
  14. "Uncanny_valley" (2017)[URL]
  15. "Why Realistic Graphics Make Humans Look Creepy" (2004)[URL]
  16. "Five Nights at Freddy's" (2015)[URL]

관련 논문AI추천

이 간행물의 다른 논문 (18건)