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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.)
 
m Xinreality moved page Uncanney valley to Uncanny valley
 
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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)
 
[[File:Uncanny-valley.jpg|framed|The Uncanny Valley Graph <ref>http://www.johnmckenziehypnotherapist.co.uk/uncanny-valley/</ref>]]


==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==
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[[Category:Terms]]