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What is the Uncanny Valley?

Posted on Jan 18, 2009
5 Comments

What is that Uncanny Valley people speak of? Quite often you may hear of it referred to in film and gaming magazines, regarding visuals. You may already understand that people try to avoid their work falling into the Uncanny Valley. I will summarize the phenomenon here for you.

Essentially the term Uncanny Valley, to quote Wikipedia, is:

“A hypothesis that when robots and other facsimiles of humans look and act almost like actual humans, it causes a response of revulsion among human observers. The “valley” in question is a dip in a proposed graph of the positivity of human reaction as a function of a robot’s lifelikeness.”

This was introduced by Masahiro Mori, a Japanese roboticist. He believed that the closer his androids became to being like-human in appearance and motion, the more positivity and empathy people would show towards them, up until a certain point of realism. At this point the empathy turns into emotional repulsion and the people reject it. See the diagram below.

mori-uncanny-valley-graph

When something is sufficiently non-humanlike, with characteristics that stand out, we can still empathise with it. The closer something is to becoming real, the flaws that separate it from being real become much more noticeable. It becomes so good it’s bad. Qualities that tend to cause humanoid robots to plunge into the depths of the valley are often similar to that of a corpse or someone very ill. Naturally this is very off putting.

There are scientists and roboticists who completely disagree with the scientific value of ‘The Uncanny Valley’, some saying that when Mori came up with the theory, there was no technology advanced enough to try and seriously replicate a human. Regardless, it is something that is taken very seriously by the film and game industries.

uncanny-films

The Uncanny Valley is prominent more than ever with today’s 3D animated film effects and video games. Notable films that are regarded to of fallen into the Uncanny Valley include Final Fantasy: The Spirits Within (2001), The Polar Express (2004) and the recent Beowulf. Final Fantasy was arguably the first film to get a lot of mixed reviews for its closer-to-real-than-ever visuals. Before release, there was panic across Hollywood, that synthespians would replace professional actors. Even Tom Hanks stated his concern over digital actors. The film took 4 years and hundreds of millions in dollars to make, but did not even make back a tenth of its production costs. The losses caused huge problems for Square Pictures afterwards, which was going through a company merge with Enix at the time.

Videos games experience it worse than films, but having always been built up from scratch, as we started to slip into the uncanny, we got worryingly used to it. Being a big Playstation 3 fan, something that worries me is the amount of hype put behind up coming game Heavy Rain, first hyped in 2006. Heavy Rain looks like it will plummet deeper than anything before it. The trailers feature most notably a lot of staring. The woman stares like a dead person. It is all very stiff and although looks great in frame stills, looks pretty nasty in motion. Also with games, since you are in control, there is never enough variation in movement to imply life. That said, technology such as the Euphoria Engine may save us regarding collisions, as mentioned in one of my Bradford Animation Festival posts.

heavy-rain-screenshot

heavy-rain-close-up

Trying to Cross / Avoid the Uncanny Valley

There is said to be 2 approaches when avoiding the Uncanny Valley. Pixar took one of these when attempting The Incredibles, deliberately keeping to the left of the valley by using exaggeration within the characters. This way, there was no danger of getting too lifelike. The second Final Fantasy film to be made, under the name Final Fantasy: Advent Children, made sure to keep away from ‘super – realism’ and went for an anime edged approach. The result was a cult classic.

cgi-success

The other approach, as seen in Lord of The Rings, was to work from the far right of the graph, working backwards from real human beings. Their result was Gollum, who became a huge success. He was based on m0vement and the voice of Andy Serkis. Though it has to be said, he is not really human at that stage in the film. Though when Andy Serkis used the same techniques for PS3 exclusive Heavenly Sword – suddenly it didn’t work? Gaming platforms just aren’t powerful enough yet.

Below are 2 videos from two different studios who are developing technology to improve facial animation. Be sure to check out their sites for more information.

Studio Pendulum – Alter Ego (Facial Animation Division)

YouTube Preview Image
You can see more of the above, in hi-res demos, at the Alter Ego site. Check out the old man in action.

Image Metrics

Below you can see the latest motion capturing technology by Image Metrics. What is different about the Image Metrics technique is that they do not use markers. The software actually analyzes direct video footage. Beware, there is a loud noise at 00.42 in the video immediately below.

http://www.dailymotion.com/video/x6pfz7

Be sure to meet “Emily” (below)

YouTube Preview Image

Although these all do look very good, will it helps us out of the valley? Or drop us further in?

It seems impossible to create genuine realism from scratch and it may always be that way. There is always going to be something missing, no matter how good we get at trying. As a graphic design lecturer told me once at college, there is something that animation will never be able provide: a presence within space and time, unique existence at the place where it happens to be. Food for thought.

………………………………………………………………………………………………..
Below are some links for further information.

Creating Korean Actress “Song Hye Kyo” in 3D

Masahiro Mori’s Translated Documentation
Final Fantasy: The Spirits Within A Case Study
PS3 games: Plunging deeper into the “Uncanny Valley”
A Walk in the Valley of the Uncanny
Wikipedia
The Undead Zone
Real game characters ‘next year’

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5 Comments for What is the Uncanny Valley?

Steve  Jan 24, 2009

This is a very interesting post Roy, fascinating, I would like to think it is unacheivable, we are simply to complex to reproduce. It is still virtually impossible in 2D, adding movement and a third dimension is always going to result in something being wrong. The quick fix is soft focus and rapid movement, no one will know. But a close up shot attempting to display emotion is always going to end up a bit weird. An actor is usually displaying his entire life experience in his/her face, you are going to need a lot of ram to replicate this?

Steve´s last blog post..Large and oversize T shirt designs

Royzy  Jan 25, 2009

You are right, the quick fix solution is probably to blur them out and shake the camera. I completely agree about the life experience thing, the persons characteristics can tell you (or Derren Brown) a lot about their history.

Though these subtleties are perhaps almost unnoticeable to the untrained eye. Also, when you create a 3D character, however you end up animating them, you are giving it history subconsciously.Would be interesting to see Derren Brown analyse a 3D character and see what impressions of its history he gets – perhaps even employ him to give the characters the things which he looks out for.

Steve  Jan 26, 2009

Derren Brown would be a great help on these kind of projects. And you mention untrained eyes, I think your avarage person is very difficult to fool and would still ‘sense’ something was not quite right. Except maybe the people that watch doctor who from behind the sofa. Thanks again for the vector graphics article.

Steve´s last blog post..6 Great Sites for Vector Resources and Tutorials

Royzy  Jan 26, 2009

I’m a bit torn on whether the average person would notice, unless they were already aware it was CGI. Granted most people would know before seeing a film whether it is going to be CGI or not, but I think you could get away with quite a lot.

There is a film called Avatar by James Cameron coming out the end of this year which plans to ‘seamlessly’ integrate CGI characters with real ones. It has allegedly been in the making for 10 years (last film Cameron directed was Titanic in 1997) and has WETA Digital (worked on the effects behind Lord of the Rings, King Kong, etc) backing it up.

Will be interesting to see if it lives up to the hype. It definitely has a lot going for it though.

Teaser Trailer: Avatar - GOMA DE MASCAR!  Aug 20, 2009

[...] novas tecnologias estão sendo criadas pra eles] o CGI dos alienígenas tribais bateu forte na Curva de Estranheza de CGI que tenta ser Realista [...]





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