Uncanny valley: Difference between revisions
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Added basic explanation, source, relevance, and possible solutions (First edit, feel free to critique and modify heavily. Just let me know what I am doing wrong.) |
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[[File:Uncanny-valley.jpg|framed|Fig.1 The Uncanny Valley Graph <ref>http://www.johnmckenziehypnotherapist.co.uk/uncanny-valley/</ref>]] | |||
The term 'uncanny valley' refers to a situation in which something bears realistic human appearance (or movement), yet appears uncanny or repulsive to observers. The hypothesis is, that as a subject's appearance becomes more realistic it will tend to engender progressively more familiarity in the viewer- except for a small period just before the likeness is perfect, wherein the subject instead appears repulsive. | The term 'uncanny valley' refers to a situation in which something bears realistic human appearance (or movement), yet appears uncanny or repulsive to observers. The hypothesis is, that as a subject's appearance becomes more realistic it will tend to engender progressively more familiarity in the viewer- except for a small period just before the likeness is perfect, wherein the subject instead appears repulsive. | ||
The "valley" refers to the dip that occurs if the concept is plotted as a graph of familiarity (y-axis) as a likeness becomes more realistic (x-axis). | The "valley" refers to the dip that occurs if the concept is plotted as a graph of familiarity (y-axis) as a likeness becomes more realistic (x-axis). (See Fig.1) | ||
==Source== | ==Source== | ||
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==Relevance to Virtual Reality== | ==Relevance to Virtual Reality== | ||
The concept of the uncanny valley is particularly relevant to virtual reality because the 3D graphics which are a staple of virtual environments often exhibit the phenomena when life-like avatars or characters are used. While cinematic 3D renderings have largely progressed past the point of evoking revulsion, the computational constraints of rendering in real-time for virtual reality mandate less complex results, which makes it difficult to create samples that are sufficiently lifelike to move past the uncanny valley. | The concept of the uncanny valley is particularly relevant to [[virtual reality]] because the 3D graphics which are a staple of virtual environments often exhibit the phenomena when life-like avatars or characters are used. While cinematic 3D renderings have largely progressed past the point of evoking revulsion, the computational constraints of rendering in real-time for virtual reality mandate less complex results, which makes it difficult to create samples that are sufficiently lifelike to move past the uncanny valley. | ||
==Possible Solutions== | ==Possible Solutions== | ||
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==References== | ==References== | ||
<references/> | <references/> | ||
[[Category:Terms]] |