REFERENCES
3dMD USA (2014). 3dMDbody System.
http://www.3dmd.com/3dMDbody/. Accessed:
2014-07-05.
Boberg, M., Piippo, P., and Ollila, E. (2008). Designing
avatars. In Proceedings of the 3rd International Con-
ference on Digital Interactive Media in Entertainment
and Arts, DIMEA ’08, pages 232–239, New York,
USA. ACM.
Bogo, F., Romero, J., Loper, M., and Black, M. J. (2014).
FAUST: Dataset and evaluation for 3D mesh regis-
tration. In Proceedings IEEE Conf. on Computer
Vision and Pattern Recognition (CVPR), Piscataway,
NJ, USA. IEEE.
Chaminade, T., Hodgins, J., and Kawato, M. (2007). An-
thropomorphism influences perception of computer-
animated characters actions. Social Cognitive and Af-
fective Neuroscience, 2(3):206–216.
Hirshberg, D., Loper, M., Rachlin, E., and Black, M.
(2012). Coregistration: Simultaneous alignment and
modeling of articulated 3d shape. In Fitzgibbon, A.,
Lazebnik, S., Perona, P., Sato, Y., and Schmid, C., ed-
itors, Computer Vision – ECCV 2012, volume 7577 of
Lecture Notes in Computer Science, pages 242–255.
Springer Berlin Heidelberg.
Hodgins, J., Jrg, S., O’Sullivan, C., Park, S. I., and
Mahler, M. (2010). The saliency of anomalies in ani-
mated human characters. ACM Trans. Appl. Percept.,
7(4):22:122:14.
Inkpen, K. M. and Sedlins, M. (2011). Me and my
avatar: Exploring users’ comfort with avatars for
workplace communication. In Proceedings of the
ACM 2011 Conference on Computer Supported Coop-
erative Work, CSCW ’11, pages 383–386, New York,
USA. ACM.
Johnson, J. A., Ostendorf, F., Johnson, J. A., Psycholog, D.,
and State, P. (1993). Clarification of the five-factor
model with the abridged big five dimensional circum-
plex. Journal of Personality and Social Psychology,
pages 563–576.
Johnston, O. and Thomas, F. (1981). Disney Animation:
The Illusion of Life. Abbeville Press.
MacDorman, K. F., Green, R. D., Ho, C.-C., and Koch, C. T.
(2009). Too real for comfort? Uncanny responses to
computer generated faces. Computers in Human Be-
havior, 25(3):695–710.
McDonnell, R. (2012). Appealing virtual humans. In Kall-
mann, M. and Bekris, K., editors, Motion in Games,
volume 7660 of Lecture Notes in Computer Science,
pages 102–111. Springer Berlin Heidelberg.
McDonnell, R., Breidt, M., and B
¨
ulthoff, H. H. (2012).
Render me real: Investigating the effect of render style
on the perception of animated virtual humans. ACM
Trans. Graph., 31(4):91:1–91:11.
Melina, R. (2011). Is ‘Mars Needs Moms’ Too Real-
istic? http://www.livescience.com/33198-is-mars-
needs-moms-too-realistic.html. Accessed: 2014-06-
18.
Microsoft (2014). Kinect Sports Rivals. Computer Game.
Mori, M., MacDorman, K., and Kageki, N. (2012). The
Uncanny Valley [from the field]. IEEE Robotics Au-
tomation Magazine, 19(2):98–100.
Robinette, K. M., Blackwell, S., Daanen, H., Boehmer, M.,
and Fleming, S. (2002). Civilian american and euro-
pean surface anthropometry resource (CAESAR), fi-
nal report. volume 1. summary. Technical report, US
Air Force.
Seyama, J. and Nagayama, R. S. (2007). The uncanny val-
ley: Effect of realism on the impression of artificial
human faces. Presence: Teleoperators and Virtual En-
vironments, 16(4):337–351.
Spielberg, S. (2011). The Adventures of Tintin. Animated
Feature Film.
Take-Two Interactive (2014). NBA 2K15. Computer Game.
Wells, S. (2011). Mars Needs Moms. Animated Feature
Film.
Zell, E., Aliaga, C., Jarabo, A., Zibrek, K., Gutierrez, D.,
McDonnell, R., and Botsch, M. (2015). To stylize or
not to stylize?: The effect of shape and material styl-
ization on the perception of computer-generated faces.
ACM Trans. Graph., 34(6):184:1–184:12.
Zemeckis, R. (2004). The Polar Express. Animated Feature
Film.
Appealing Female Avatars from 3D Body Scans: Perceptual Effects of Stylization
345