The media equation: how people treat computers, television, and new media like real people and places
Meeting people vitually: experiments in shared virtual environments
The social life of avatars
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Presence: Teleoperators and Virtual Environments
Semantic 3D motion retargeting for facial animation
APGV '06 Proceedings of the 3rd symposium on Applied perception in graphics and visualization
IEEE Computer Graphics and Applications
Too real for comfort? Uncanny responses to computer generated faces
Computers in Human Behavior
Investigating the role of body shape on the perception of emotion
ACM Transactions on Applied Perception (TAP)
AAAI'05 Proceedings of the 20th national conference on Artificial intelligence - Volume 4
Lie tracking: social presence, truth and deception in avatar-mediated telecommunication
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Real or Fake?: human judgments about photographs and computer-generated images of faces
SIGGRAPH Asia 2012 Technical Briefs
ElastiFace: matching and blending textured faces
Proceedings of the Symposium on Non-Photorealistic Animation and Rendering
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
Unpleasantness of animated characters corresponds to increased viewer attention to faces
Proceedings of the ACM Symposium on Applied Perception
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The realistic depiction of lifelike virtual humans has been the goal of many movie makers in the last decade. Recently, films such as Tron: Legacy and The Curious Case of Benjamin Button have produced highly realistic characters. In the real-time domain, there is also a need to deliver realistic virtual characters, with the increase in popularity of interactive drama video games (such as L.A. Noire™ or Heavy Rain™). There have been mixed reactions from audiences to lifelike characters used in movies and games, with some saying that the increased realism highlights subtle imperfections, which can be disturbing. Some developers opt for a stylized rendering (such as cartoon-shading) to avoid a negative reaction [Thompson 2004]. In this paper, we investigate some of the consequences of choosing realistic or stylized rendering in order to provide guidelines for developers for creating appealing virtual characters. We conducted a series of psychophysical experiments to determine whether render style affects how virtual humans are perceived. Motion capture with synchronized eye-tracked data was used throughout to animate custom-made virtual model replicas of the captured actors.