Date: Fri, 11 Nov 2005 07:22:33 -0800 From: Mary Robinette Kowal <mary-AT-otherhandproductions.com> To: puptcrit-AT-lists.driftline.org Subject: Re: [Puptcrit] The Uncanny Valley I think that a lot of us have instinctively understood the Uncanny Valley, but seeing it broken down in the way the article did was very helpful. I'm going to pick up a copy of the book, although I suspect it will be a little beyond me. Even when I'm talking about stage design, I think I deal with the Uncanny Valley. I can think of a number of occasions where I've had a conversation with a director trying to talk them out of realism because if you get anything wrong it breaks the whole illusion. On 11/11/05, brianw2-AT-brianwindsor.com <brianw2-AT-brianwindsor.com> wrote: > Hi Mary, > > The Uncanny Valley has a lot to do with why I work more with puppets to > create computer generated characters than using motion capture of humans. > I worked on recording and rehashing human motion for years...it works for > somethings, but isn't right for a lot of things, so I've shifted over into > recording the motions of puppets and applying that to computer generated > characters. I think the puppets (because of the simplicity) are much more > engaging. I've also found that trying to get too complicated kills some > of the attraction of the puppet. If I try to make too many things move > and turn, then I get to the point of trying to make the character "too > real" and it usually doesn't work out well. It's a great theory, and > explains why films like Polar Express tend to creep people out. > > -Brian > > > > I just spotted this article about a theory called "the uncanny valley. > > > > http://www.arclight.net/%7Epdb/nonfiction/uncanny-valley.html > > > > While the article is targetted at science-fiction and fantasy writers, > > it has a number of points that apply to puppet construction and > > manipulation. The valley is described as representing "the point at > > which a person observing the creature or object in question sees > > something that is nearly human, but just enough off-kilter to seem > > eerie or disquieting." > > > > I think this is the same thing that will allow a brick to seem alive > > as in the Puppetmonger Powell's Brick Circus, but will make a fully > > rendered CGI creation seem dead or off. With stylization, ones brain > > recognizes that the thing is not human and stops trying to make it so. > > But with something that looks "real" each moment that is off raises a > > flag in our brain and breaks the illusion. > > > > Please, read the article. I found it fuel for interesting thoughts. > > > > -- > > --- > > Mary Robinette Kowal > > http://www.maryrobinettekowal.com > > _______________________________________________ > > List address: puptcrit-AT-lists.driftline.org > > Admin interface: > > http://lists.driftline.org/listinfo.cgi/puptcrit-driftline.org > > Archives: http://www.driftline.org > > > > _______________________________________________ > List address: puptcrit-AT-lists.driftline.org > Admin interface: http://lists.driftline.org/listinfo.cgi/puptcrit-driftline.org > Archives: http://www.driftline.org > -- --- Mary Robinette Kowal http://www.maryrobinettekowal.com _______________________________________________ List address: puptcrit-AT-lists.driftline.org Admin interface: http://lists.driftline.org/listinfo.cgi/puptcrit-driftline.org Archives: http://www.driftline.org
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