Computerized Facial Recognition
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Revisiting the Uncanny Valley Theory: Developing and Validating an Alternative to the Godspeed Indices
Computers in Human Behavior 26 (2010) 1508–1518 Contents lists available at ScienceDirect Computers in Human Behavior journal homepage: www.elsevier.com/locate/comphumbeh Revisiting the uncanny valley theory: Developing and validating an alternative to the Godspeed indices Chin-Chang Ho, Karl F. MacDorman * Indiana University School of Informatics, 535 West Michigan Street, Indianapolis, IN 46202, USA article info abstract Article history: Mori (1970) proposed a hypothetical graph describing a nonlinear relation between a character’s degree Available online 8 June 2010 of human likeness and the emotional response of the human perceiver. However, the index construction of these variables could result in their strong correlation, thus preventing rated characters from being Keywords: plotted accurately. Phase 1 of this study tested the indices of the Godspeed questionnaire as measures Affective appraisal of humanlike characters. The results indicate significant and strong correlations among the relevant indi- Embodied agents ces (Bartneck, Kulic´, Croft, & Zoghbi, 2009). Phase 2 of this study developed alternative indices with non- Human–robot interaction significant correlations (p > .05) between the proposed y-axis eeriness and x-axis perceived humanness Psychometric scales (r = .02). The new humanness and eeriness indices facilitate plotting relations among rated characters of Social perception varying human likeness. Ó 2010 Elsevier Ltd. All rights reserved. 1. Plotting emotional responses to humanlike characters interpersonal warmth (Asch, 1946; Fiske, Cuddy, & Glick, 2007; Rosenberg, Nelson, & Vivekananthan, 1968), which is also strongly Mori (1970) proposed a hypothetical graph describing a nonlin- correlated with other important measures, such as comfortability, ear relation between a character’s degree of human likeness and communality, sociability, and positive (vs. -
Digital Humans on the Big Screen
news Technology | DOI:10.1145/3403972 Don Monroe Digital Humans on the Big Screen Motion pictures are using new techniques in computer-generated imagery to create feature-length performances by convincingly “de-aged” actors. RTIFICIAL IMAGES HAVE been around almost as long as movies. As com- puting power has grown and digital photography Ahas become commonplace, special ef- fects have increasingly been created digitally, and have become much more realistic as a result. ACM’s Turing Award for 2019 to Patrick M. Hanrahan and Edwin E. Cat- mull reflected in part their contribu- tions to computer-generated imagery (CGI), notably at the pioneering anima- tion company Pixar. CGI is best known in science fic- tion or other fantastic settings, where audiences presumably already have suspended their disbelief. Similarly, exotic creatures can be compelling In Ang Lee’s 2019 action movie Gemini Man, Will Smith (right) is confronted by a younger when they display even primitive hu- clone of himself (left). This filmmakers went through a complicated process to “de-age” man facial expressions. Increasingly, Smith for the younger role. however, CGI is used to save money on time, extras, or sets in even mun- actors. Artificial intelligence also in- “In many ways it felt less about a visual dane scenes for dramatic movies. creasingly will augment the labor-inten- effect and more like we were creating a re- To represent principal characters, sive effects-generation process, allowing ality and aiming to work out exactly how however, filmmakers must contend filmmakers to tell new types of stories. the human face works, operates, but also with our fine-tuned sensitivity to facial how it ages over time,” added Stuart Ad- expressions. -
AUDIENCE PERCEPTION of EXAGGERATED MOTION on REALISTIC ANIMATED CREATURES by Mackenzie Hammer
AUDIENCE PERCEPTION OF EXAGGERATED MOTION ON REALISTIC ANIMATED CREATURES by Mackenzie Hammer A Thesis Submitted to the Faculty of Purdue University In Partial Fulfillment of the Requirements for the degree of Master of Science Department of Computer Graphics Technology West Lafayette, Indiana August 2019 2 THE PURDUE UNIVERSITY GRADUATE SCHOOL STATEMENT OF COMMITTEE APPROVAL Prof. Nicoletta Adamo, Chair Department of Computer Graphics Technology Prof. Andrew Buchanan Department of Computer Graphics Technology Prof. Esteban Garcia Department of Computer Graphics Technology Prof. Dan Triplett Department of Computer Graphics Technology Approved by: Dr. Colin Gray Head of the Graduate Program Prof. Nicoletta Adamo Head of the Graduate Program 3 To my parents, brother, sister, and fiancé. For their continuous love and support in my pursuit to study Animation, and for the patience they had to listen to the many ramblings of a passionate artist along the way. 4 ACKNOWLEDGMENTS I wish to gratefully acknowledge my professors and thesis committee members for their insightful guidance, encouragement, and contribution to the completion of this work. 5 TABLE OF CONTENTS LIST OF TABLES .......................................................................................................................... 7 LIST OF FIGURES ........................................................................................................................ 8 ABSTRACT ................................................................................................................................... -
When the Pot Plays Potter: •Œisaiah╊, Toy Story And
Journal of Religion & Film Volume 14 Issue 2 October 2010 Article 10 October 2010 When the Pot Plays Potter: “Isaiah”, Toy Story and Religious Socialization Paul Tremblay Long Island University, [email protected] Follow this and additional works at: https://digitalcommons.unomaha.edu/jrf Recommended Citation Tremblay, Paul (2010) "When the Pot Plays Potter: “Isaiah”, Toy Story and Religious Socialization," Journal of Religion & Film: Vol. 14 : Iss. 2 , Article 10. Available at: https://digitalcommons.unomaha.edu/jrf/vol14/iss2/10 This Article is brought to you for free and open access by DigitalCommons@UNO. It has been accepted for inclusion in Journal of Religion & Film by an authorized editor of DigitalCommons@UNO. For more information, please contact [email protected]. When the Pot Plays Potter: “Isaiah”, Toy Story and Religious Socialization Abstract Biblical verses mentioning the “pot and the potter” entail a God/creation relationship in which the creation is warned not to turn against, or even criticize, the Creator; humankind is advised humility for fear of Yahweh’s punishment. This is a comparative study of three films with a strong emphasis on a children’s film, Toy Story (1995); the movies to be examined are treated as allegories of the concept of potter/pot lesson with a twist as the humans are playing God/potter. The movies geared more to an adult or mature audience (The Matrix [1999] and Terminator [1986]) feature the creation (robots) turned against the creator (humankind) with deadly consequences for humans. In Toy Story, an animated film, the creators (humans) are not threatened and the “pots” even agree to their condition.The film, I suggest, is an excellent example of the process of religious socialization as played out in a modern fairy tale. -
Running Head: Weak Uncanny Valley for Controlled Face Images Virtual
Running head: Weak Uncanny Valley for Controlled Face Images Virtual Faces Evoke Only a Weak Uncanny Valley Effect: An Empirical Investigation with Controlled Virtual Face Images Jari Kätsyri1,2*, Beatrice de Gelder1, Tapio Takala2 1Department of Cognitive Neuroscience, Maastricht University, Netherlands 2Department of Computer Science, Aalto University, Finland *Correspondence: Jari Kätsyri, Department of Computer Science, P.O.Box 15400, FI-00076 Aalto, Finland. jari.katsyri (at) aalto.fi Preprint version 2019-09-04 Running head: Weak Uncanny Valley for Controlled Face Images Abstract The uncanny valley (UV) hypothesis suggests that increasingly human-like robots or virtual characters elicit more familiarity in their observers (positive affinity) with the exception of near- human characters that elicit strong feelings of eeriness (negative affinity). We studied this hypothesis in three experiments with carefully matched images of virtual faces varying from artificial to realistic. We investigated both painted and computer-generated (CG) faces to tap a broad range of human-likeness and to test whether CG faces would be particularly sensitive to the UV effect. Overall, we observed a linear relationship with a slight upward curvature between human-likeness and affinity. In other words, less realistic faces triggered greater eeriness in an accelerating manner. We also observed a weak UV effect for CG faces; however, least human-like faces elicited much more negative affinity in comparison. We conclude that although CG faces elicit a weak UV effect, this effect is not fully analogous to the original UV hypothesis. Instead, the subjective evaluation curve for face images resembles an uncanny slope more than a UV. Based on our results, we also argue that subjective affinity should be contrasted against subjective rather than objective measures of human-likeness when testing UV. -
Robots: Is the Uncanny Valley Real?
BBC - Future Robots: Is the uncanny valley real? http://www.bbc.com/future/story/20130901-is-the-uncan... 2 September 2013 Robots: Is the uncanny valley real? By Rose Eveleth Total recoil The uncanny valley concept states that we are unsettled by robots and models that look almost, but not quite human. (Copyright: Getty Images) For decades the golden rule in robotics has been that the more lifelike a creation, the more likely it crosses the line from cute to creepy. But questions are being raised as to whether this is really true. Mick Walters opens a door in his lab and points his computer’s camera towards the small, blurry, tan-coloured object he has just revealed. "This is Kaspar Two," he says. As the Skype connection catches up, an image of a robot in a baseball hat, a blue button-down shirt and striped socks appears. Kaspar Two is a robot child. He's not even on, just sitting slumped over. Even though the image is somewhat fuzzy, Kaspar Two is able to give me that feeling, that nagging sense of unease. "I must admit," says Walters, "when I first actually built Kaspar, I did think he was a bit uncanny." Kaspar has been created at University of Hertfordshire, UK to help children with autism understand how to read emotions and engage with other people, but it falls into what's often 1 of 4 09/03/2013 09:48 AM BBC - Future Robots: Is the uncanny valley real? http://www.bbc.com/future/story/20130901-is-the-uncan.. -
Evaluation of the Uncanny Valley in CG Characters
SBC - Proceedings of SBGames 2012 Computing Track – Full Papers Evaluation of the Uncanny Valley in CG Characters Laura M. Flach Vanderson Dill Christian Lykawka Rafael H. de Moura M´arcio S. Pinho FACIN/PUCRS Soraia R. Musse Virtual Reality Group Virtual Humans Simulation Lab FACIN/PUCRS FACIN/PUCRS Abstract To answer these questions, we proposed an evalu- ation methodology based on a questionnaire with This paper revisits the Uncanny Valley subject in subjects. First, we selected representative char- order to evaluate its effects on the perception of acters from recent and well known movies and characters that currently use computer graphics, games, and other characters that are unknown. animation and computer simulation. It is based In order to evaluate the public's empathy with on surveys that generated hundreds of samples the chosen characters, we conducted a two-stages and showed preliminary results about new criteria questionnaire. In the first stage we presented still and correlations regarding the familiarity of the images and, in the second stage, videos with the characters with the public. The analysis of famil- performance of the same characters in the same iarity in those characters showed great agreement scenes. with the original curve of the uncanny valley. Fu- ture enhancements are then suggested to add new As the results, more than two hundred of analysed dimensions to the original graph. samples leaded to conclusions that indicated the uncanny valley hypothesis is valid for CG char- acters. The following sections cover the related Keywords:: Uncanny Valley, Computer works on the subject, the model for evaluation Graphics, Modern Media, Movies, Games (including the details of both surveys), obtained results and final considerations. -
To Infinity and Back Again: Hand-Drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation
To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation Haswell, H. (2015). To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar's Pioneering Animation. Alphaville: Journal of Film and Screen Media, 8, [2]. http://www.alphavillejournal.com/Issue8/HTML/ArticleHaswell.html Published in: Alphaville: Journal of Film and Screen Media Document Version: Publisher's PDF, also known as Version of record Queen's University Belfast - Research Portal: Link to publication record in Queen's University Belfast Research Portal Publisher rights © 2015 The Authors. This is an open access article published under a Creative Commons Attribution-NonCommercial-NoDerivs License (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits distribution and reproduction for non-commercial purposes, provided the author and source are cited. General rights Copyright for the publications made accessible via the Queen's University Belfast Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy The Research Portal is Queen's institutional repository that provides access to Queen's research output. Every effort has been made to ensure that content in the Research Portal does not infringe any person's rights, or applicable UK laws. If you discover content in the Research Portal that you believe breaches copyright or violates any law, please contact [email protected]. Download date:28. Sep. 2021 1 To Infinity and Back Again: Hand-drawn Aesthetic and Affection for the Past in Pixar’s Pioneering Animation Helen Haswell, Queen’s University Belfast Abstract: In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation. -
Películas Disney+
Películas Disney 1. ¡A por todas! 2. ¡Applucinante! 3. ¡Rompe Ralph! 4. ¡Salta! 5. ¡Vaya Santa Claus! 6. 101 Dálmatas 7. 101 Dálmatas 8. 101 Dálmatas 2 9. 102 Dálmatas 10. 20.000 leguas de viaje submarino 11. Ahí va ese bólido 12. Al "loro" con el oro 13. Al encuentro de Mr. Banks 14. Aladdín 15. Aladdin y el Rey de los Ladrones 16. Alexander y el Día Terrible, Horrible, Espantoso, Horroroso 17. Alicia a través del espejo 18. Alicia en el País de las Maravillas (1951) 19. Alicia en el País de las Maravillas (2010) 20. Almost Angels 21. Amienemigos 22. Amy 23. Annie 24. Atlantis 2: El regreso de Milo 25. Atlantis: el imperio perdido 26. Avalon High 27. Aventura elefantástica 28. Aventuras en Alaska 29. Aventuras en Juguetelandia 30. Aviones 31. Aviones: Equipo de Rescate 32. Bajo cero 33. Bambi 34. Bambi II 35. Basil, el ratón superdetective 36. Big Hero 6 37. Blancanieves y Los 7 Enanitos 38. Bolt 39. Brink! Vaya salto 40. Buena suerte, Charlie! Un viaje de película 41. Buffalo Dreams 42. Cadete Kelly 43. Cambio de aires 44. Camino a la Gloria 45. Camp Rock 46. Camp Rock 2: The Final Jam 47. Campanilla 48. Campanilla y el gran rescate 49. Campanilla y el secreto de las hadas 50. Campanilla y el tesoro perdido 51. Campanilla y la leyenda de la bestia 52. Campanilla. Hadas y Piratas 53. Canguros en apuros 54. Cariño, he agrandado al niño 55. Cariño, he encogido a los niños 56. Cariño, nos hemos encogido a nosotros mismos 57. -
National Film Registry Titles Listed by Release Date
National Film Registry Titles 1989-2017: Listed by Year of Release Year Year Title Released Inducted Newark Athlete 1891 2010 Blacksmith Scene 1893 1995 Dickson Experimental Sound Film 1894-1895 2003 Edison Kinetoscopic Record of a Sneeze 1894 2015 The Kiss 1896 1999 Rip Van Winkle 1896 1995 Corbett-Fitzsimmons Title Fight 1897 2012 Demolishing and Building Up the Star Theatre 1901 2002 President McKinley Inauguration Footage 1901 2000 The Great Train Robbery 1903 1990 Life of an American Fireman 1903 2016 Westinghouse Works 1904 1904 1998 Interior New York Subway, 14th Street to 42nd Street 1905 2017 Dream of a Rarebit Fiend 1906 2015 San Francisco Earthquake and Fire, April 18, 1906 1906 2005 A Trip Down Market Street 1906 2010 A Corner in Wheat 1909 1994 Lady Helen’s Escapade 1909 2004 Princess Nicotine; or, The Smoke Fairy 1909 2003 Jeffries-Johnson World’s Championship Boxing Contest 1910 2005 White Fawn’s Devotion 1910 2008 Little Nemo 1911 2009 The Cry of the Children 1912 2011 A Cure for Pokeritis 1912 2011 From the Manger to the Cross 1912 1998 The Land Beyond the Sunset 1912 2000 Musketeers of Pig Alley 1912 2016 Bert Williams Lime Kiln Club Field Day 1913 2014 The Evidence of the Film 1913 2001 Matrimony’s Speed Limit 1913 2003 Preservation of the Sign Language 1913 2010 Traffic in Souls 1913 2006 The Bargain 1914 2010 The Exploits of Elaine 1914 1994 Gertie The Dinosaur 1914 1991 In the Land of the Head Hunters 1914 1999 Mabel’s Blunder 1914 2009 1 National Film Registry Titles 1989-2017: Listed by Year of Release Year Year -
The Japanese Roboticist Masahiro Mori's Buddhist Inspired Concept Of
A peer-reviewed electronic journal published by the Institute for Ethics and Emerging Technologies ISSN 1541-0099 23(1) – December 2013 The Japanese Roboticist Masahiro Mori’s Buddhist Inspired Concept of “The Uncanny Valley” (Bukimi no Tani Genshō, 不気味の谷現象) W.A. Borody Department of Political Science, Philosophy and Economics Nipissing University, Canada [email protected] Journal of Evolution and Technology - Vol. 23 Issue 1 – December 2013 - pgs 31-44 ABSTRACT In 1970, the Japanese roboticist and practicing Buddhist Masahiro Mori wrote a short essay entitled “On the Uncanny Valley” for the journal Energy (Enerugi, 7/4, 33–35). Since the publication of this two-page essay, Mori’s concept of the Uncanny Valley has become part and parcel of the discourse within the fields of humanoid robotics engineering, the film industry, culture studies, and philosophy, most notably the philosophy of transhumanism. In this paper, the concept of the Uncanny Valley is discussed in terms of the contemporary Japanese cultural milieu relating to humanoid robot technology, and the on-going roboticization of human culture. For Masahiro Mori, who is also the author of The Buddha in the Robot (1981), the same compassion that we ought to offer to all living beings, and Being itself, we ought to offer to humanoid robots, which are also dimensions of the Buddha-nature of Compassion. “What is this, Channa?” asked Siddhartha. “Why does that man lie there so still, allowing these people to burn him up? It's as if he does not know anything.” “He is dead," replied Channa. “Dead! Channa, does everyone die?” 31 “Yes, my dear prince, all living things must die some day. -
Uncanny Valley of Life : the Existence in 3D Animation in Shadow Puppets Theatre
Journal of Computing Technologies and Creative Content 1(1), 1-5, August 2016 Uncanny Valley of Life : The Existence in 3D Animation in Shadow Puppets Theatre Dahlan Abdul Ghani Universiti Kuala Lumpur Malaysian Institute of Information Technology Menara Bandar Wawasan, PO 50250 Kuala Lumpur [email protected] original hypothesis states that as the appearance of a robot is made Abstract - Mori (1970) proposed a theoretical graph describing a nonlinear relation between a character’s degree of human likeness and more human, some human observer's emotional response to the the emotional response of the human perceiver. With the current scenario robot will become increasingly positive and empathic, until a point that Wayang Kulit or shadow puppets is slowly being extinct; the pursuit is reached beyond which the response quickly becomes that of a of realism in virtual humans including Wayang Kulit 3D puppets can strong revulsion. This area of repulsive response aroused by a robot cause a phenomenon known as The “Uncanny Valley”. Furthermore, 3D with appearance and motion between a "barely human" and "fully computer animated or virtual puppets are more focused on issues human" entity is called the Uncanny Valley. With computer 3D pertaining to realism compared to the abstract visual such as Wayang animation, it provides a platform for the audience to view visuals or Kulit itself. Therefore, this research will discuss on issues which arises in the Uncanny Valley of Life that exists especially with Wayang Kulit 3D shadow puppets with 3D perspective, depth, weight, size and computer animated puppet characters. emotions, in the realm of absolutely ‘Real’.