Go Back   Talk Disney Vacation Planning Information > TD Vault > TD archives
Reload this Page Why realistic graphics make humans look creepy.

TD archives A place where we lay our oplder threads to rest. The archive is for all to view and read...but no longer comment on.

 
 
Bookmark and Share Thread Tools Search this Thread
  #1 (permalink)  
Old 07-02-2004, 08:28 PM
MouseMan's Avatar
Administrator

 
Join Date: Feb 2002
Posts: 2,113
Why realistic graphics make humans look creepy.


Why realistic graphics make humans look creepy.
By Clive Thompson
The Undead Zone

Posted Wednesday, June 9, 2004, at 2:20 PM PT

In 1978, the Japanese roboticist Masahiro Mori noticed something interesting: The more humanlike his robots became, the more people were attracted to them, but only up to a point. If an android become too realistic and lifelike, suddenly people were repelled and disgusted.
The problem, Mori realized, is in the nature of how we identify with robots. When an android, such as R2-D2 or C-3PO, barely looks human, we cut it a lot of slack. It seems cute. We don't care that it's only 50 percent humanlike. But when a robot becomes 99 percent lifelike—so close that it's almost realwe focus on the missing 1 percent. We notice the slightly slack skin, the absence of a truly human glitter in the eyes. The once-cute robot now looks like an animated corpse. Our warm feelings, which had been rising the more vivid the robot became, abruptly plunge downward. Mori called this plunge "the Uncanny Valley," the paradoxical point at which a simulation of life becomes so good it's bad.

As video games have developed increasingly realistic graphics, they have begun to suffer more and more from this same conundrum. Games have unexpectedly fallen into the Uncanny Valley.

Consider Alias, the new title based on the TV show. It's a reasonably fun action-and-puzzle game, where you maneuver Sydney Bristow through a series of spy missions. But whenever the camera zooms in on her face, you're staring at a Jennifer Garner death mask. I nearly shrieked out loud at one point. And whenever other characters speak to you—particularly during cut-scenes, those supposedly "cinematic" narrative moments—they're even more ghastly. Mouths and eyes don't move in synch. It's as if all the characters have been shot up with some ungodly amount of Botox and are no longer able to make Earthlike expressions.
Every highly realistic game has the same problem. Resident Evil Outbreak's humans are realistic, but their facial expressions are so deadeningly weird they're almost scarier than the actual zombies you're fighting. The designers of 007: Everything or Nothing managed to take the adorable Shannon Elizabeth and render her as a walleyed replicant.

The Uncanny Valley can make games less engrossing. That's particularly true with narrative games, which rely on believable characters with whom you're supposed to identify. The whole point is to suspend disbelief and immerse yourself. But that's hard to do when the characters create goosebumps. You fight searing battles, solve brain-crushing puzzles, vanquish enemies, and what are you rewarded with? A chance to watch your avatar mince about the screen in some ghoulish parody of humanity.

The screwiest part of this phenomenon is that game designers pridethemselves on the quality of their sepulchral human characters. It's part of the malaise that currently affects game design, in which too many designers assume that crisper 3-D graphics will make a game better. That may be true when it comes to scenery, explosions, or fog. But with human faces and bodies, we're harder to fool. Neuroscientists argue that our brains have evolved specific mechanisms for face recognition, because being able to recognize something "wrong" in someone else's face has long been crucial to survival. If that's true, then game designers may never be able to capture that last 1 percent of realism. The more they plug away at it—the more high-resolution their human characters become—the deeper they'll trudge into the Uncanny Valley.

Instead, maybe they should try climbing out, by going in the opposite direction and embracing low-rez simplicity. Roboticists have begun doing this. Like Mori, they've learned that a spare, stripped-down robot can seem morelifelike than an explicitly humanoid one. I own a Roomba, one of those Frisbee-shaped vacuum robots, and it doesn't look even vaguely human. Yet as it zips around my living room, it seems amazingly alive, and I can't help but feel warmly toward it. This is because of another quirk of our psychology: If something behaves in only a slightlyhuman way, we'll fill in the blanks—we'll read humanness into it. (That's partly why our pets seem so intelligent and humanlike.)

Comic-strip artists have known this for years. As comic-book theorist Scott McCloud points out, we identify more deeply with simply drawn cartoon characters, like those in Peanuts, than with more realistic ones. Charlie Brown doesn't trigger our obsession with the missing details the way a not-quite-photorealistic character does, so we project ourselves onto him more easily. That's part of the genius behind modernist artists such as Picasso or Matisse. They realized that the best way to capture the essence of a person or object was with a single, broad-stroked detail.

Some of the best game designers understand this, too. Jet Grind Radio, the old Fear Effect * series, and the more recent Viewtiful Joeall use the chunky style of cel-shaded animation to create characters who are cartoonish yet vividly alive. Lara Croft is another good example. Even as her games became more graphically precise, the designers left Croft as a very stylized figure, the better to have players identify with her. And the only game designer who has produced a 20-year string of popular characters is Shigeru Miyamoto, the architect of Nintendo's Disneylike visual style.

Unfortunately, though, gaming's Uncanny Valley could be here to stay, simply because players have become used to it. In the real world of plastic surgery, face-lifts used to look horrifically strange but now go unnoticed. Likewise, we've played with dead, fish-eyed characters for so long that they seem kinda normal. Creepiness, like beauty, is in the eye of the beholder.
__________________

MouseMan's Lanyard
Wall-E
~°o°~ MouseMan ~°o°~ TD Admin ~°o°~



Sponsored Links
  #2 (permalink)  
Old 07-03-2004, 02:22 AM
DisneyDriver's Avatar
TalkDisney Team

 
Join Date: Apr 2003
Location: I CAN get there in about 1 hour!
Posts: 4,275
Don't tell my son that video game renderings are creepy to look at. I'm still trying to tell him that "Dead or Alive, Extreme Beach Volley Ball" is not the way most females look like!
__________________

DisneyDriver's Lanyard

"...and you'll want to stow away cameras, purses, hats, and of course...these little
beauties!"



Click here to become a Talk Disney Premium Member
  #3 (permalink)  
Old 07-03-2004, 03:04 AM
benihodge's Avatar
Senior Imagineer
 
Join Date: Aug 2003
Location: Federal Way, WA
Posts: 2,378
I guess the only game that I like that represents real people in the animation
is Tiger Woods 2004 on the X BOX and it never really bothered me about
how lifelike they are even on the create a player mode where you can
completely recreate your own character and make the character look lifelike.
__________________

benihodge's Lanyard


Official Rocket Rods Member
Official Space Mountain Member



Last edited by benihodge; 07-03-2004 at 03:07 AM.
  #4 (permalink)  
Old 07-05-2004, 04:49 PM
CheshirJen's Avatar
Junior Cast Member
 
Join Date: Jun 2004
Location: A little place far away from a park
Posts: 50
I do have to admit that humanlike figures in some games are creepy (like Resident Evil and other horror games). Though there is The Sims, where having a humanlike figure is a little fun. And I do agree that in Tiger Woods the option of making a realistic custom character is fun. I do find it a little disturbing having certain life-like characteristics in a game - to me that just seems wrong. I guess you could say that because I started out playing the original Super Mario Bros. I do like the 2d characters!
__________________

CheshirJen's Lanyard

'Can you stand on your head?' -Cheshire Cat



I am in Walt Disney World for 10 days! I am so happy, I don't want to go back to school!
 

Bookmarks
Share

Tags
creepy, graphics, humans, make, realistic

Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Make A Wish/Give kids the world AmazingGrace Disney For Families 72 06-12-2009 01:15 PM
Dick Van D yke Enjoys Computer Graphics MouseMan TD archives 8 12-02-2003 01:13 PM
Hi My Name Is Auditory And I Make Beats (Rap Instrumentals)... Auditory TD archives 5 10-04-2003 09:33 AM
Disney's new rocket ride very realistic, real astronaut confirms MickeysGirl TD archives 23 08-15-2003 09:54 PM
Old Disney scenes make mom take another look MouseMan TD archives 26 01-25-2003 02:24 PM


All times are GMT -4. The time now is 10:31 AM.

Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.2.0
vBCredits v1.4 Copyright ©2007 - 2008, PixelFX Studios
© talkdisney 2003 - 2010
Contact Us - Talk Disney - Top