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shapes being used for syllables that do not ac-
curately convey the prosody or context of speech.
Computer games may always be playing catch-
up with the levels of anatomical fidelity achieved
in film for facial animation, however developments
in procedural game audio and animation may
provide a solution for uncanny speech.
As Hug states, the future of sound in computer
games is moving towards procedural sound tech-
niques that allow for the generation of bespoke
sounds, to create a more realistic interpretation of
life within the 3D environment. For in-game play
dynamic sound generation techniques, “such as
physical modelling, modal synthesis, granulation
and others, and meta forms like Interactive XMF”
will create sounds in real-time responding to both
user input and the timing, position, and condition
of objects within gameplay (Hug, 2011).
Using procedural audio (speech synthesis in
this case), a given line of speech may be generated
over a differing range of tempos using a delivery
style appropriate for the given circumstance. For
example, the sentence “I don't think so” may be
said in a slow, controlled manner, if carefully
contemplating the answer to a question. In con-
trast, a fast-paced tone may be used if intended
as a satirical plosive when at risk of being struck
by an antagonist.
Procedural animation techniques for the
mouth area may also allow for a more accurate
depiction of articulation of mouth movement
during speech. Building on the existing body of
research into real-time, data-driven, procedural
generation techniques for motion and sound (for
example, Cao et al., 2004; Farnell, 2011; Mullan,
2011), a tool might be developed that combines
techniques for the procedural generation of emo-
tive speech in response to player input (actions or
psychophysiology) (Nacke & Grimshaw, 2011)
or game state. Interactive conversational agents
in computer games or within a wider context of
user interfaces may appear less uncanny if the
tempo, pitch, and delivery style for their speech
varies in response to the input from the person
interacting with the interface. Such a tool will
aid in fine-tuning the qualities of speech that
will, depending on the desired situation, reduce
or enhance uncanny speech.
rEFErENcEs
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Ashcraft, B. (2008) How gaming is surpassing the
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Atkinson, D. (2009). Lip sync (lip synchro-
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