Please use this identifier to cite or link to this item: http://hdl.handle.net/123456789/4563
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dc.contributor.authorManaf, A. A. A.en_US
dc.contributor.authorIsmail, F.en_US
dc.contributor.authorArshad, M. R.en_US
dc.contributor.authorLee, S. P.en_US
dc.date.accessioned2023-01-20T01:09:18Z-
dc.date.available2023-01-20T01:09:18Z-
dc.date.issued2022-
dc.identifier.urihttp://hdl.handle.net/123456789/4563-
dc.descriptionOthersen_US
dc.description.abstractRecently, the idea of the uncanny valley has drawn interest in robotics and other scientific circles and popular culture. Several scholars have discussed its implications and reactions towards human-like robots. However, only several previous studies examined overcoming the uncanny valley for realistic looking computer-generated actors in films and animation. This seeks to examine the familiarity of participants with the use of digital characters as actors. This paper explains how computer-generated imagery (CGI) was used to create actors in Malaysian films, the uncanny valley characteristics that may affect the audience’s attention. The researcher has chosen visual stimuli consisting of 1 genuine human character and 1 less humanlike subject. A self-administered survey (n = 127) with sample film footage and photos were delivered online via email and social networks to responders. Surprisingly, based on the data, the human resemblance of the humanlike characters was substantially higher than expected. This research concluded that the artificial CGI characters had higher perceived eeriness if the character was highly familiar to the audience. As a result, the digital actor’s replacement an impression of eeriness and disbelief, which confirms the uncanny valley theory.en_US
dc.description.sponsorshipUMK-Prototype Granten_US
dc.description.sponsorshipUMK-PROen_US
dc.language.isoenen_US
dc.publisherInstitut Teknologi Bandungen_US
dc.relation.ispartofJournal Visual of Art and Design (JVAD)en_US
dc.subjecthumanoid realityen_US
dc.subjectdigital actorsen_US
dc.titleFamiliarity and Overcoming of Uncanny Valley towards Computer-Generated Imagery Characters in Malaysian Filmen_US
dc.typeNationalen_US
dc.identifier.doi2337-5795-
dc.identifier.doi10.5614/j.vad.2022.14.2.12-
dc.description.fundingUMK.PC/B01.08.11/600-5/2/3 (85162)en_US
dc.description.page181-190en_US
dc.description.researchareaMultimedia, interaction, CT skills,en_US
dc.volume14(2)en_US
dc.description.articleno2en_US
dc.description.typeArticleen_US
dc.contributor.correspondingauthorazaini.am@umk.edu.myen_US
item.languageiso639-1en-
item.fulltextWith Fulltext-
item.grantfulltextopen-
item.openairetypeNational-
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