Uncanny valley: Difference between revisions
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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]] |