dc.contributor.author | Yedina, Veronika | |
dc.date.accessioned | 2022-10-27T10:41:58Z | |
dc.date.available | 2022-10-27T10:41:58Z | |
dc.date.issued | 2022-10-27 | |
dc.identifier.issn | 2022/LIC/KM/5 | |
dc.identifier.uri | https://repin.pjwstk.edu.pl/xmlui/handle/186319/1874 | |
dc.description.abstract | In my research I would like to review the factors that affect a general perceptual sense of realism of a character in a computer game and why the characters appear appealing only up to a certain point of plausibility. I am going to analyze the existing ways of avoiding this particular effect to determine which one is the most effective and explore future possible solutions, relying on the technological progress. This research is related to my practical project, which is a series of 3D animations, where I use the method of stylization to show how one character can look different, depending on the scaling of proportions and key points of styling. | pl_PL |
dc.language.iso | en | pl_PL |
dc.relation.ispartofseries | ;6800 | |
dc.subject | 3D modeling | pl_PL |
dc.subject | 3D animation | pl_PL |
dc.subject | character design | pl_PL |
dc.subject | uncanny valley | pl_PL |
dc.title | Plausibility of a 3D character against the Uncanny Valley Effect | pl_PL |
dc.title.alternative | 3D Animation | pl_PL |
dc.type | Thesis | pl_PL |
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