Monday, 18 October 2010

Realism as it pertains to 3D and Film

Although the concept of realism is a many faceted and complex one which has been contemplated by philosophers and artists alike through the ages, I have chosen to for now look at one particular aspect which I feel both interests me and is well suited to a discussion of realism as it pertains to animation and film I am referring to the aptly named "uncanny vally"

Etymology
uncanny + valley, from Japanese 不気味 の 谷 (ぶきみ の たに, bukimi no tani), uncanny valley, first used in 1970 by roboticist Masahiro Mori

Noun
uncanny valley
A range of appearances, mannerisms, and/or behaviors subtly different from humanoid in an otherwise humanoid figure that may cause negative reactions, such as fear, discomfort, or revulsion.

References
1970: Masahiro Mori, The Uncanny Valley (Energy, 7(4), pp. 33–35)
So in this case, the appearance is quite human like, but the familiarity is negative. This is the uncanny valley.
2006: Sebastiano Bagnara, Gillian Crampton Smith, Theories and Practice in Interaction Design
However, when the robot is so similar that it may be momentarily mistaken for real, the transition has a local minimum characterized by a sudden decrease of familiarity, the "uncanny valley"—a dip of frustration due to unmet expectations.
2007: Jonathon Keats, Control + Alt + Delete: A Dictionary of Cyberslang
Almost human in appearance, yet not quite, the characters in 3-D computer animations are more disturbing than overt caricatures. The realm these creatures occupy is called the uncanny valley....



The reason this idea of the uncanny valley is relevant to the field of 3D digital art should be quite obvious I just need to reference 'Final Fantasy: The Spirits Within' or 'Final Fantasy: Advent Children' for it to be clear that this is not a problem the film industry has not always successfully avoided, it can be argued that 'Avatar' escaped the valley but there is still a significant group of people who found the digital characters made them uncomfortable if not revolting.



I think that this is an important issue as it limits the use of realistic CG characters in film. Synthespians (digital actors) I think are the future of all mainstream films, they can be designed to be perfect for a role, do not need payment and will never question a role, and of course you can do things with synthespians that would be impossible to do with a real actor. (Synthespians would also revolutionise the pornography industry)

This is an example of how NOT to do it.

And below is a video demonstrating very clearly how the addition of movement to a figure which already looks uncanny can exponentially increase the creepiness.

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