Handbook of Multimedia for Digital Entertainment and Arts 2009
DOI: 10.1007/978-0-387-89024-1_22
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Believable Characters

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Cited by 3 publications
(3 citation statements)
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“…Participant 3 was also interesting in seeing the 'weight' of the animated figure and how the weight affected the qualities of movement. While weight has always been a difficult feature to design in animation and believable characters [17], we are researching opportunities to access 'illusions' of weight through representation. By focusing on the dynamics of movement, it does not matter what the still form or shape of the body is, how the limbs relate to each other or what the precise body's 'points in space' are.…”
Section: In-betweenmentioning
confidence: 99%
“…Participant 3 was also interesting in seeing the 'weight' of the animated figure and how the weight affected the qualities of movement. While weight has always been a difficult feature to design in animation and believable characters [17], we are researching opportunities to access 'illusions' of weight through representation. By focusing on the dynamics of movement, it does not matter what the still form or shape of the body is, how the limbs relate to each other or what the precise body's 'points in space' are.…”
Section: In-betweenmentioning
confidence: 99%
“…While animation principles permit to impose a specific style of movement (such as in cartoons) they lack the depth and richness of Labanotation in exposing not only functional aspects of movement but their detailed expression [4]. However, animation principles do not yet form the basis of a theory which can lead to formal models, ease of simulation and computational implementations [9]. Similarly, Labanotation lacks complete computational models, as the representation and analysis of qualia in the notions of Effort and Shape remain very challenging, but the theory is more developed and progress is being made [8,30].…”
Section: Motivations and Backgroundmentioning
confidence: 99%
“…Francisco e Garone (2013) argumentam que um personagem é uma pessoa ou criatura fictícia idealizada em uma obra, e que a área de Character Design deve se preocupar com pelo menos estas características: expressão corporal, apresentação visual, psicológico e indumentária. Frosi e Steffen(2015) citam que os personagens sempre possuem a combinação das dimensões mentais e físicas, e que nos jogos digitais a dimensão física prevalece, uma vez que o jogador pensará pelos personagens na maior parte do tempo. Citando o game designer Jesse Schell, indicam que o processo de criação de um personagem tem de considerar sua função, seu psicológico, expressões faciais, voz e ainda outras características como status e círculo social deste.…”
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