2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames) 2021
DOI: 10.1109/sbgames54170.2021.00022
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Perception of Charisma, Comfort, Micro and Macro Expressions in Computer Graphics Characters

Abstract: This paper presents the reproduction of a research focused on the perception of micro and macro expressions of a character generated by Computer Graphics (CG), firstly described in 2014. Our main goal is to investigate whether the perceptual analysis of CG characters in 2014 is similar to people's perception in 2021. We also performed other analyses, such as the impact of familiarity with CG technologies, gender, age and education on the perception of micro and macro expressions, by subjects. In addition to th… Show more

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Cited by 2 publications
(1 citation statement)
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“…This may be caused by the fact that the avatar is represented as very human-like and very realistic (MacDorman and Ishiguro, 2006) according to Mori's original Uncanny Valley theory, which advises to escape the valley and avoid designs of very realistic artificial beings (Mori et al, 2012). It is important to note that digital characters are considered to be artificial with X degree of realism (Andreotti et al, 2021). Mori's original theory is also being reinterpreted by Kätsyri et al (2015), who divided Mori's artificial beings into four groups of human-likeness: clearly artificial, somewhat human-like, almost human-like, and fully human-like (Kätsyri et al, 2015).…”
Section: Character Designs For User Researchmentioning
confidence: 99%
“…This may be caused by the fact that the avatar is represented as very human-like and very realistic (MacDorman and Ishiguro, 2006) according to Mori's original Uncanny Valley theory, which advises to escape the valley and avoid designs of very realistic artificial beings (Mori et al, 2012). It is important to note that digital characters are considered to be artificial with X degree of realism (Andreotti et al, 2021). Mori's original theory is also being reinterpreted by Kätsyri et al (2015), who divided Mori's artificial beings into four groups of human-likeness: clearly artificial, somewhat human-like, almost human-like, and fully human-like (Kätsyri et al, 2015).…”
Section: Character Designs For User Researchmentioning
confidence: 99%