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Realistic Human Graphics Look Creepy

WellHungMonkey writes "A really interesting read on Slate about how realistic human faces in games and on robots and so on, are not necessarily the way to go -- the brain isn't fooled, it attaches itself easier to Snoopy-like simplicity... Or Lara Croft attributes, but I'm not sure that's the brain talking."

650 comments

  1. Curve by mfh · · Score: 5, Insightful

    While simplicity is good, as far as mental-recognition goes, taking simplicity to the max is a bad idea, especially when we have the technology to produce quality-driven graphics. You have to stay around the current level of production quality or you will lose audience. A good example of over-simplification for graphics is demonstrated by the terrible reviews given Radical's unsightly (cell shaded) The Hulk PS2 game. So there's subject matter to consider, as The Hulk was a kind of wacky cartoon/comic, but there was always a darker side to it for me. I was disappointed with the semi-recent Hulk movie, but does that mean the game had to suck too?

    For me, a balance of player control with appealing storyline is critical to any video game, and the lack of plausible graphics never helps. Perhaps this could be graphed on a curve or something, but I truly believe there is a balance between all elements of any game or CG film for that matter. Even in film there is still a kind of gameplay, in the physics used and the modes of operations designed to portray the story. Compelling writing fuels the arts, not parlor tricks, so this subject is not exactly cut and dry, by any means... it's very subjective and taste-driven. Another thing to consider is the date that media is designed, because we can all look back at early animation or even live-action special effects and think it looks fake, and the stuff created today will look fake tomorrow. Is there a ceiling to special effects?

    --
    The dangers of knowledge trigger emotional distress in human beings.
    1. Re:Curve by WormholeFiend · · Score: 2, Funny

      I love simplicity... the www.roflcopter.com flash game proves that you dont need complexity to have a fun game.

    2. Re:Curve by Anonymous Coward · · Score: 5, Funny

      > I was disappointed with the semi-recent Hulk movie, but does that mean the game
      > had to suck too?

      Yeah, they unfortunately planned that at a board meeting. A minority of the execs thought about making both good, then they tried to compromise on bad movie good game, then the CEO said "fuck it, they will both suck." And all the yes-men in the room agreed.

    3. Re:Curve by Jane_Dozey · · Score: 5, Insightful

      No, you're right. Just look at tetris (people are STILL playing tetris and it's clones). I think the problems come in when a game is trying to look all realistic and slick but doesn't pull it off very well. Games that are consistant and arn't meant to look realistic by design can still be great games and don't suffer for their lack of shiny graphics.

      --
      Silly rabbit
    4. Re:Curve by It'sYerMam · · Score: 2, Interesting
      There are several different factors that will influence the success of a simplistic style.
      For example, games that I dub "classy" - Splinter Cell, Hitman, etc, benefit from their crisp graphics. They have an inherent cool factor that simplicity would take away from.

      On the other hand, games which you play purely for the fun, not for the "experience" are often better off simple. For example cube, and as the sibling stated, tetris.
      As an example, I once saw a Hitman game of "Anathema." 47 opened a door, someone was behind it and, without pausing, shot him three times in the gut, stepped over the body and continued.
      This purely cinematic moment was like something straight out of a thriller movie, and the realistic(ish) graphics added immensely.

      --
      im in ur .sig, writin ur memes.
    5. Re:Curve by Phisbut · · Score: 5, Insightful

      The worst problems with games these days is that game designers rely on high-quality graphics to appeal to the player, and they practically don't innovate in terms of gameplay.

      The best of games have an interresting gameplay, not superb graphics. Just look at the whole series of Tom Clancy's Rainbow Six... they got nice graphics and all, but when you played a shooter once, you played them all. Or even FarCry... how different is that from Doom or Quake or Half-Life with super high-res graphics (that require a video card more powerful than anything actually on the market...).

      Games like Tetris, Super Mario Bros. 3, Final Fantasy and The Sims are superbly good because they innovated in terms of gameplay, not because they have nice graphics.

      Designers are supposed to be artists, not administrators. Right now, they see a genre (say... FPS) and think "I'm gonna make an FPS game that looks so realistic (either graphics or physics or both) that it's gonna be very popular". That is in fact the administrator's point of view. The real Artist should rather think "What hasn't been done yet that would totally appeal to the players?"

      Until that day comes, we'll be stuck with games you'll buy for $50 and then get bored after a week.

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
    6. Re:Curve by Gilmoure · · Score: 1

      One of the reasons I liked Oni is it was smooth but had a very anime look to it. No creep out factor.

      --
      I drank what? -- Socrates
    7. Re:Curve by Allen+Zadr · · Score: 1
      --
      Kinetic stupidity has a new brand leader: Allen Zadr.
    8. Re:Curve by Anonymous Coward · · Score: 0

      Man. that took an age to download. I was getting 1980s flashbacks to cassette loads on my C64!

      the graphics are much better these days mind..

    9. Re:Curve by CodeBuster · · Score: 2, Insightful

      The Third Law of Game Development states that:

      All games based upon a movie license are terrible and vice versa.

    10. Re:Curve by The+Evil+Couch · · Score: 3, Insightful
      when you played a shooter once, you played them all.

      well, that's not really fair. while it's true that games fall into patterns, it wasn't originally because of any foolish marketing scheme, it was because they were valid platforms to progress from.

      take id, for example. they progressed from a cartoony shooter (Wolf3D) to a dark atomosphere (Doom) to an arcade team-combat game (Quake 3 Team arena). they vary pretty widely and give a good deal to the genre.

      it's the same with any other genre, really. you have some games that innovate and are forever benchmarks. you have other games that are extentions of those. and you have those that are cheap imitations, hungry for the bucks.

    11. Re:Curve by Phisbut · · Score: 1

      Ok, I admit, I *did* overexaggerate a little. It *is* possible to elaborate on a same genre, but "Spear of Destiny" is nothing but Wolf3D with slightly better graphics, Doom II is nothing but Doom with slightly better graphics, QuakeII is nothing but Quake with slightly better graphics, and the whole series of UT is basically just the previous version with slightly better graphics (maybe a couple of additional features on each new release, but absolutely nothing to justify spending another $50 everytime a new flavor comes out).

      Don't get me wrong here, UT *is* really a good game, but there are designers that should spend more time developing new genres rather than adding features to an already excellent game.

      --
      After 3 days without programming, life becomes meaningless
      - The Tao of Programming
    12. Re:Curve by Cryptnotic · · Score: 1

      there are designers that should spend more time developing new genres rather than adding features to an already excellent game.

      You know, I bet that there are designers who would love to develop new genres except for the fact that they need to eat and pay rent and pay off their student loans. Most of the publishers seem to be saying, "that game is popular and makes money, we want a clone of that game". The developers then have a job to do. Sometimes they put in something interesting that is new, but it's not going to be anything dramatic if they want to eat.

      --
      My other first post is car post.
    13. Re:Curve by Anonymous Coward · · Score: 0

      Isn't the redundancy superfluous when you exaggerate and write "overexaggerate"? :)

    14. Re:Curve by The+Evil+Couch · · Score: 1
      oh, to be sure, there is plenty of "me-too" in the FPS genre, but Spear got cooked up after people started demolishing the many levels for Wolf3D and they demanded more content. same with Doom2. There was added content that made it very enjoyable.

      I think we could have done without quake 2, except that by releasing it, graphics and the technology behind FPS games took a step up, allowing quake 3 to reach the heights that it did.

      I think that there's not a big problem with games that are mostly rehashes, so long as there is progress towards something better down the line. although, personally, I think that vehicular combat should have entered the UT series at the 2003 mark, at least.

      Tribes was doing it probably around the same time UT was released.

      I just look forward to the evolutionary process of gaming, that way when there's something new and groundbreaking, it's REALLY amazing.

  2. I don't care how realistic the figures look... by miroth · · Score: 5, Funny

    ...as long as the blood spatters are lifelike when I blow their heads off.

    1. Re:I don't care how realistic the figures look... by greechneb · · Score: 4, Funny

      And how do you know what realistic splatters look like?.... nevermind, I don't want to know.

    2. Re:I don't care how realistic the figures look... by mrwonton · · Score: 5, Interesting

      This actually brings up a good point. Games like Postal 2 are full of brutal and bloody violence. In the article, Clive Thompson says the characters in games look like "animated corpse(s)." I for one would rather be brutally killing things that may try to be realistic, but are obviously not, than ones that actually come closer to fooling us into believing they're human.

      --
      Not more than you need, just more than you want
    3. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      More blood!!! More blood!!!

    4. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 5, Insightful

      This would not be so funny if you have actually ever been in combat and seen just this thing happen. I've seen my share of combat, but stuff like this is disturbing as Hell and sticks with you for the rest of your life. In computer games, you are looking at vectors, wire frames, Gourard shading etc...etc...etc..., but the real life that you are "simulating" in games is represented by brain tissue, blood and human lives.

      Semper Fi

    5. Re:I don't care how realistic the figures look... by sakusha · · Score: 1

      You ought to see some of the latest CG blood splatter effects in real live-action movies. I just got ahold of the new Zatoichi film via Torrent. The original Zatoichi series merely suspended disbelief, you had to imagine the blood and gore. But the new film uses CG effects to show the swords sticking out the back side of the stabbed actors, with composited blood spurts. It doesn't look particularly convincing, the blood flies through the air but nobody ever gets bloody.

    6. Re:I don't care how realistic the figures look... by chris_mahan · · Score: 5, Insightful

      Completely correct.

      However, the notion is like this:

      Man 1:
      You see these little squarish symbols on the map there?

      Man 2:
      yes

      Man 1:
      They represent units. There are the infantry regiments and battalions, the field artillery here , the armored units over here, the mech inf behind.

      Man 2:
      I see.

      Man 1:
      We move them around, and gain terrain by pushing the enemy back.

      Man 2:
      Brilliant! Let's do it.

      Now, that's abstracting the flesh and blood nature of the soldiers on the ground doing the moving around and the civilians getting caught in the middle.

      When true-to-life realistic games come across, and you see the bodyparts flying around, it's a lot harder for joe public to say it's okay to lose a regiment on a "bad day".

      So while psychologically it's harder to "see the white of their eyes", I think ultimatly it serves the soldiers all around the world that the public realize they are not just game pieces to be moved around.

      I think also that it is better if 500,000 19 year olds get the "kill them" out of their systems by shooting virtual soldiers that respawn in 10 seconds than enlisting to go "kick some ass" overseas.

      (to the great chagrin of recruiters everywhere)

      Perhaps it would be good to set up netcafes in "hotspots" with free fps gaming like counterstrike, so that the locals can get their kicks instead of making roadside bombs.

      I also noticed an interesting side effect. Any ill-conceived notion of invulnerability is shattered by playing those games, because you will be killed in the games, no matter how good you are. Everybody that plays those games know that the ones who rush the tunnels die first. And the lone sniper whose team has been wiped out can last a bit longer, but he gets killed too. Maybe not this round, but next.

      The realism makes people realize that being gung-ho about fighting with guns makes you dead.

      --

      "Piter, too, is dead."

    7. Re:I don't care how realistic the figures look... by ca1v1n · · Score: 0, Offtopic

      Unfortunately, the explosion of blood and bones when I do quivering palm in Neverwinter Nights looks more like I implanted a land mine in the chest of the target than that I stopped their heart.

    8. Re:I don't care how realistic the figures look... by Rob+Carr · · Score: 4, Interesting
      And how do you know what realistic splatters look like?

      I don't know about the other guy, but I used to be a paramedic. This causes problems when I go to movies or watch TV. The blood and gore almost always looks fake and I start this bizarre giggling.

      Needless to say, I did not go to see "The Passion of the Christ."

      --
      This sig seemed like a good idea at the time....
    9. Re:I don't care how realistic the figures look... by EvilTwinSkippy · · Score: 4, Insightful
      My brother used to be Opfor at Fort Irwin. Yes, the real Opfor at the real Fort Irwin. They used to be the Soviets, today they are the Krasnovians.

      Regardless of how "realistic" the graphics look, combat simulators can't simulate:

      • Lack of sleep.
      • Equipment Failure. (M16's really don't like sand.)
      • Boredom. (For most of the battle, you are just sitting there.)
      • Running around in chem suits under a desert sun.
      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    10. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 2, Interesting

      be an interesting psychological test to see if people still have no problem killing them when they do actually look human. Yes it would still be just a game, but there is bound to be an effect, considering during WWII only about 2% of people tried to kill the enemy, and 1% of those where sociopaths.

    11. Re:I don't care how realistic the figures look... by LordPixie · · Score: 1

      I also noticed an interesting side effect. Any ill-conceived notion of invulnerability is shattered by playing those games, because you will be killed in the games, no matter how good you are.

      I think this particular aspect is completely overridden by the prevalence of respawning or save/reload. Getting a nigh infinite number of chances will result in the gamer only remembering the times they succeeded. The lack of any significant consequences for dying adds to this as well.

      Certainly I, for one, come off feeling invincible after a round of UT2K4. I'm obviously rational enough to know that I'm not, but that's not the lesson I get from gaming.


      --LordPixie

    12. Re:I don't care how realistic the figures look... by surfimp · · Score: 1, Troll

      Perhaps it would be good to set up netcafes in "hotspots" with free fps gaming like counterstrike, so that the locals can get their kicks instead of making roadside bombs.

      Or perhaps we should just stop invading and occupying their countries, supporting dictatorial regimes which brutalize them and their families, and levelling sanctions against their nations for failing to comply with our demands of unlimited and unencumbered access to their markets and resources.

      Ah hell, what am I saying. You're right; I'm sure they'd rather have Counterstrike!

    13. Re:I don't care how realistic the figures look... by chiph · · Score: 1

      Running around in chem suits under a desert sun.

      God, I hated wearing my chem suit. Even in a cold environment (guarding a fence line in winter) they were hot. Only good thing about them was that the charcoal would absorb your body odor from going a couple of days without showering.

      Chip H.

    14. Re:I don't care how realistic the figures look... by Austerity+Empowers · · Score: 3, Insightful

      Somehow I read your post and believe the opposite. Games are ultimately designed for the player to win: be it by solving problem, developing spiderman twitch reflexes, etc. Winning or beating a level usually involves an ego massage along with it ("Excellent mighty warrior...") Second, no matter how realisitic a game ultimately looks, suspension of disbelief is voluntary subconcious submission to unreality, and only disturbed people actually think it's real. The rest of us know in our heart that our victory is hollow, but enjoy it for the challenge of it. Do you worry much about dying in a game? Not really, only if it sets you back somehow.

      What Semper Fi above was alluding to is that "real life" is quite the opposite. You may not win, your entire purpose in life may be to be blown up. You may be the smartest, fastest and well equipped and STILL eat it. When you kill someone, he stays dead forever. When his brains are splattered on the wall, you are faced with the harsh reality that IT COULD HAVE BEEN YOU, and may yet be. Further your survival may have less to do with native instict & training than by sheer dumb luck.

      The trouble is, until you're in one of these situations, I don't think anyone (myself included) really understands it. Games romanticize it, make it sexy etc. I doubt they are a deterrent to anything.

      On the other hand I don't really believe many people join based on notions of heroics. I suspect the #1 driver is paying for college or more simply steady work & a familiar institutional atmosphere. During war-time it may be a different story, but then the country may need foolish people in search of glory to fill the ranks, and they will become heroes even if they die unromantically.

    15. Re:I don't care how realistic the figures look... by demachina · · Score: 1

      "I think also that it is better if 500,000 19 year olds get the "kill them" out of their systems by shooting virtual soldiers that respawn in 10 seconds than enlisting to go "kick some ass" overseas."

      Your thought is more than a little flawed since the military, especially the U.S. military loves the fact that kids grow up playing video games since its developing many of the skills and reflexes necessary to drive modern weapons and to sit at a laptop in a modern command center controlling a war.

      If you think playing video games is getting it out of kids systems I think you are dead wrong. It is, in many instances, training a new generation of electronic killers.

      --
      @de_machina
    16. Re:I don't care how realistic the figures look... by EvilTwinSkippy · · Score: 5, Insightful
      Now you know what it's like for a computer Guru to sit through a spy movie.

      "I've crossed referenced [the subject's] credit card receipts and have pinpointed his location to..."

      That's a neat trick, credit card processors take days to settle payments, and queries generally require a court order, and are generally historical in nature.

      "We have a live satellite image of the location..."

      Really? On a satellite that is travelling at 17,000 mph. Normally we are lucky to get a blurry snapshot, at best, every 90 minutes. More likely a snapshot every few days, owing the the orbital mechanics of spy satellites. Geo-stationary satellites are too far away to get a decent close-up from.

      "I've cross referenced the FBI's database..."

      Until recently the FBI's database was a green-screen application that would take days to search properly. Assuming what you were looking for was in it. And your search didn't require more than one word at a time.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    17. Re:I don't care how realistic the figures look... by mikael · · Score: 3, Informative
      Regardless of how "realistic" the graphics look, combat simulators can't simulate:

      • Lack of sleep.
      • Equipment Failure. (M16's really don't like sand.)
      • Boredom. (For most of the battle, you are just sitting there.)
      • Running around in chem suits under a desert sun.


      Sounds like my undergraduate degree:
      • Lack of sleep - Staying up until 2am to complete a coursework, then getting up at 7am in order to arrive at 9am for a lecture.
      • Equipment Failure - Our computers used to be in South facing labs with poor heat insulation - The repetitve heating/cooling cycle would pop the ROM, memory chips and circuit boards out of their sockets.
      • Boredom - When required to attend talks be various speakers, you are just sitting there. The worst part being at the end of the talk, when it is lunchtime, you are hungry, and some smart-ass just has to have an in-depth discussion with the speaker, rather than talking privately at the coffee break.

      • Running around in chem suits under a desert sun. - Trying sitting inside a small computer lab with no air conditioning in the middle of Summer, 30 computers with 20" CRT monitors, two students to each machine, for a two hour tutorial. The sweat is forming faster, than you can wipe it off. Not forget having 10 minutes to travel between two buildings a mile apart, because someone forgot to allocate classes to rooms.
      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    18. Re:I don't care how realistic the figures look... by DrVomact · · Score: 1
      So you think shooters make people more reluctant to kill, and more aware of the fragility of their own lives? It would be nice if this were so, but I believe you are doing some wishful thinking.

      Your assertion would be believable if players (especially kids) reacted with repugnance to the violence they encounter in these games. But if that were so, the game wouldn't be enjoyable, and they would stop playing. Instead, they enjoy the experience, and play the games over and over again. Does that mean everyone who plays shooters will become a killer? Of course not, but at the very least, these games won't turn players into kinder and gentler people. (And there has been research showing that violent media tend to make kids behave more violently toward each other.)

      Do shooters teach the player about his mortality? I hardly think so. If anything, players learn that after you die, you just hit "New Game". No pain, no consequences.

      As for getting the violence "out of their system," the notion that acting out violent feelings makes people calmer is an old pop-psych notion that has been discredited by more recent research. Acting violently makes you madder--it escalates anger, it doesn't diffuse it. Why do you think the US Army distributes a free shooter called "America's Army"? Because it discourages enlistments?

      --
      Great men are almost always bad men--Lord Acton's Corollary
    19. Re:I don't care how realistic the figures look... by corbettw · · Score: 2, Insightful

      Sounds like my undergraduate degree

      No, no it doesn't. If you honestly think taking part in real, live wargames is like getting your undergraduate degree, you have no sense of perspective on the subject.

      Running around in chem suits under a desert sun. - Trying sitting inside a small computer lab with no air conditioning in the middle of Summer

      You don't honestly think sitting in a hot room in tee-shirt and shorts (or even collard shirt and jeans) is anything remotely like having a limited amount of oxygen, and no ability for the sweat sticking to your skin to evaporate, do you? At least you could wipe off your sweat.

      For bonus points, try running for a couple of miles in that same chem suit, carrying 80 lbs of gear on your back. I was only in the Navy, so my worst experience with chem warfare training was turning off the air conditioning in the ship, feeling the tempature go up to 110 degrees (steel and aluminum tend to get hot when being hit by the mid-day sun in the Persian Gulf), and having to drink water through a straw in my gas mask. The Marines we dropped on the beach had it infinitely worse.

      --
      God invented whiskey so the Irish would not rule the world.
    20. Re:I don't care how realistic the figures look... by EvilTwinSkippy · · Score: 1

      Drexel by any chance?

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    21. Re:I don't care how realistic the figures look... by mOdQuArK! · · Score: 0, Flamebait
      (to the great chagrin of recruiters everywhere)

      I would hazard a guess that the way that the current U.S. military & reserves are being treated by the U.S. administration (plunging them into an unnecessary war using "evidence" which has evaporated, doing so little post-"victory" planning that we end up mired in a long-term guerilla war, changing the lengths of their tours of duty at the last moments, etc), military recruiters are going to be having real problems for a few decades convincing anyone with common sense to join their ranks, much less stopping its current members from leaving ASAP.

      That's probably why they keep throwing the idea of reinstituting the draft around in Congress - but I personally think that passing a bill like that would be the Kiss-of-Death to any politician who voted for it.

    22. Re:I don't care how realistic the figures look... by Tackhead · · Score: 1
      > Or perhaps we should just stop invading and occupying their countries, supporting dictatorial regimes which brutalize them and their families, and levelling sanctions against their nations for failing to comply with our demands of unlimited and unencumbered access to their markets and resources.
      >
      > Ah hell, what am I saying. You're right; I'm sure they'd rather have Counterstrike!

      "Join the Army! Travel to exotic, distant lands. Meet exciting, unusual people, and pwn them!"

    23. Re:I don't care how realistic the figures look... by Rob+Carr · · Score: 4, Interesting
      Now you know what it's like for a computer Guru to sit through a spy movie.

      This should get it's own Slashdot article: do they ever get ANYTHING right in the movies? I may have to see if it's ever been done on Slashdot....

      --
      This sig seemed like a good idea at the time....
    24. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 2, Funny
      ...(or even collard shirt and jeans)....

      Yum, that reminds me of a great collard shirt and jeans recipe I got off the web....

      Ingredients

      • Collard shirts (whole collard shirts or sleeves)
      • 2 blue jeans (acid washed are best)
      • Water
      • Salt to taste
      • Toppings (pick one or more)
        • Hot pepper vinegar
        • Onions and vinegar (chopped onions and vinegar mixed together)
        • Salsa
        • Small whole tomatoes

      Wash shirts thoroughly (I use Tide He in my Maytag Neptune), approximately 3 or 4 times to ensure they are clean and free of insects. Remove large tags.

      Place jeans in an extra-large pot with enough water to completely cover them. Add salt and cook jeans at least 30 minutes (longer if not pre-washed) before adding collards shirt. Add collards, big sleeves first (let them start boiling), then add remainder of shirts. Cook 45 minutes to 1 hour, stirring once about midway to ensure thorough cooking. Test for tenderness of cuffs at 45 minutes by piercing with a sharp knife. Cook additional time if necessary.

      Remove from heat and drain in a colander, reserving the juice (pot likker). Chop collards with a collard chopper or a knife, leaving no large sleeves or pieces. Add some of the pot likker if the shirts are too dry. Salt to taste. Serve hot or at room temperature with your choice of toppings.

      Apologies to the site with the real collard greens recipe

    25. Re:I don't care how realistic the figures look... by Yuan-Lung · · Score: 4, Funny
      combat simulators can't simulate:
      • Lack of sleep.
      • Equipment Failure. (M16's really don't like sand.)
      • Boredom. (For most of the battle, you are just sitting there.)
      • Running around in chem suits under a desert sun.



      well, I donno about you, but I get those just fine.

      * Lack of Sleep
      Lack of sleep is a given for many players. I have had teamates drifting to sleep in battles every now and then.

      * Equipment Failure
      I really don't see why a game can't simulate this. Set a probablity of failure on the weapon as a function of terrain, and a state flag on the weapon. It's simulated.

      * Boredom
      Depending on the mission senario, you may be required to wait it out while your partners complete some task. However, since the point of the game is to keep people entertained, a well designed mission should have too much of this.

      * Running around in chem suit under a desert sun
      Over clocked AMD in a cramped AC-less room in a hot summer day.
    26. Re:I don't care how realistic the figures look... by The+Only+Druid · · Score: 1

      Actually, Kitano (the director) intentionally designed the bloodsplatters in the new version so as to be artistic, as opposed to realistic. He described them, if I remember the quote, as being "blossoms in the air".

      --
      "Stumble before you crawl"
    27. Re:I don't care how realistic the figures look... by zero_offset · · Score: 3, Funny

      I involuntarily groan every time somebody sits down at a keyboard and announces that they have to "hack the mainframe". Which inevitably takes 15 to 20 seconds.

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

    28. Re:I don't care how realistic the figures look... by EvilTwinSkippy · · Score: 1
      Which would be more entertaining if movie makers would throw in ICE.

      Countermeasures designed to incapacitate (or kill) the intruder. Think Indiana Jones movies.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    29. Re:I don't care how realistic the figures look... by EvilTwinSkippy · · Score: 2, Interesting
      The AMD and/or your power supply would give out way before you would get close to the misery experienced by a tank crew on a hot day.

      Points for creativity, but I think there are some vets out there that would call you to the carpet.

      The rub with weapon jamming is that you can't tell by looking at it (most times) if the gun is fouled or not. At least not in a "holy shit they are coming over the hill" scenario. If players picked up a gun, and it didn't fire, or heck, blew up in their hands, that feature wouldn't make it through play testing.

      It's not that you can't simulate the gun jamming. You can't simulate the feeling of absolute helplessness on the part of the soldier who now seems to have brought a club to a gun fight.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    30. Re:I don't care how realistic the figures look... by NewNole2001 · · Score: 1

      I'm a CS major and all, but somehow, I don't think there's any possible way to truly compare going to college and being in war. Maybe the simulated war at Ft Irwin, but not a real war.

    31. Re:I don't care how realistic the figures look... by BravoFourEcho · · Score: 2, Interesting
      Sitting in a hot computer lab has nothing on a MOPP suit.
      1. The temperature inside the MOPP suit is about 30 degrees F warmer than the ambient temp.
      2. You sweat like a pig, standing still.
      3. You cannot wipe off sweat, and if it gets in your eyes, tough luck.
      4. You drink water through a narrow straw, and your supply of water is generally limited to what you had in your canteens before you put on your mask due to contamination concerns.
      5. If you happen to wear glasses, the corrective inserts usually don't sit the same way your normal glasses do, and wearing contacts in a chemical environment is a very bad idea.
      6. If you have to do physical labor while it's hot out, mental performance starts to degrade after awhile because your brain is overheating. That means any complicated task you do, you do more slowly because you need to make sure you aren't forgetting something.
      7. TAP suits are much worse. They tend to be referred to as "brutal rubber" suits by the EOD guys. I don't know if the chem guys have a nickname for them.
      --

      What good is a double standard if you can't enforce it?
    32. Re:I don't care how realistic the figures look... by Trixter · · Score: 2, Interesting

      A spy movie? How about any movie involving computers?

    33. Re:I don't care how realistic the figures look... by mikael · · Score: 1

      My apologies. The closest I've got to experiencing a MOPP/TAP suit is seeing Lloyd Scott in person walking a marathon in a 120lb diving suit.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    34. Re:I don't care how realistic the figures look... by MagicDude · · Score: 1

      If you're going to pull statistics out of your butt, at least make it believable. Sure, not everyone has the killer instinct and will hesitate. If you were to say that only 80% of solders were trying to kill the enemy, that's a stretch but almost conceivable, but to say that only 2% of soldiers were actually shooting at the enemy is absoulutely insane. The allies would have been decimated if only 2 people out of every 100 was fighting.

    35. Re:I don't care how realistic the figures look... by JudgeFurious · · Score: 4, Insightful

      Ditto for anyone who's been in the army trying to watch a war movie. Rarely if ever does anything look real or act appropriately. People stay bunched together because they all need to be in the shot when in reality they would be much farther apart for example.

      Soldiers in the movies generally don't behave much like their real world counterparts nor do their opponents.

      Anyone remember "Red Dawn" where the RPG's looked like they were moving in slow motion along a wire? Most war movies to a pathetic job of portraying what real munitions look like in use.

      Guys roaming around the jungles of Vietnam with modern versions of M-16 rifles in "Platoon". Once character named "Bunny" bit a beer can in half at one point and it was aluminum. I was too young for the Vietnam war and even I remember that before aluminum cans beer and soda came in steel cans with a stamped strip down the side (which I challenge anyone to casually bite through to impress their friends). Or the scene in "Full Metal Jacket" where Joker is walking through the barracks carrying a modern Mag-light.

      One movie where the inconsistancies didn't bother me too bad was the Jason Patrick movie "The Beast" about a Russian tank crew lost in Afghanistan. It was filmed in Israel using a bunch of real Soviet hardware which I can only assume the Israeli army has piles of just sitting around from thumping thier Arab friends. Tanks firing looked like tanks firing. WP rounds looked like WP rounds. Houses didn't burst into flames (they were stone and mud huts) but rather shuddered and collapsed.

      They rarely resorted to the cliche "Monster Fireball" effect and even the radio that the tank crewmen were listening to was labeled in Russian.

      It's hard to find a realistic movie if you're in the field being shown. I imagine lawyers get a good laugh out of lawyer movies, cops chuckle at police movies, and doctors find medical dramas hard to watch.

      --
      Appended to the end of comments you post. 120 chars.
    36. Re:I don't care how realistic the figures look... by perrinkog · · Score: 1

      "Until recently the FBI's database was a green-screen application that would take days to search properly. Assuming what you were looking for was in it. And your search didn't require more than one word at a time."

      It still is a green screen app. They promised congress they would have the upgrade in by the end of the year. We'll see how that turns out.

      Relevant links (sorry, just plain text)
      http://www.informationweek.com/story/showAr ticle.j html?articleID=20300290
      http://www.geek.com/news/ geeknews/2004May/gee20040 512025108.htm
      http://www.guardian.co.uk/uslatest/ story/0,1282,-4 075785,00.html

      --
      (Karma = auto -1)
    37. Re:I don't care how realistic the figures look... by Zareste · · Score: 1

      Are the lame 'war is Hell' stories just getting dumber, or were they always that way? It sounds like if you just add the phrases 'you'll never forget', 'in real life' and 'disturbing as Hell' and you've got everyone eating from the palm of your hand. It's an uncanny phenomenon. Oh and be sure to throw in a 'I've seen it all' here and there, because no attention-scrounging rant is complete without it.

      --
      I am NOT a number! I am a - oh wait, I'm number 761710. Look! 761710!
    38. Re:I don't care how realistic the figures look... by carlos_benj · · Score: 1

      I think this particular aspect is completely overridden by the prevalence of respawning or save/reload.

      Yep. If you wanted to drive home the message of mortality you'd disable the game so it couldn't be played any more. Of course your sales would probably drop. Oh, and you should also make it so that sometimes when you come back to the game it tells you you were killed in your sleep and not let you play any more.

      --

      --

      As a matter of fact, I am a lawyer. But I play an actor on TV.

    39. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      "Regardless of how "realistic" the graphics look, combat simulators can't simulate:

      * Lack of sleep.
      * Equipment Failure. (M16's really don't like sand.)
      * Boredom. (For most of the battle, you are just sitting there.)
      * Running around in chem suits under a desert sun."

      Well, actually, you can experience all of those things by playing games.

      * Lack of sleep. (In the end of that three-day LAN-party you realize you haven't slept anything and can barely move your legs. Not to mention the decreased brain-functionality.)
      * Equipment failure. (Still on the LAN; if you haven't filled your keyboard with Jolt, your mouse has probably lost a button or two.)
      * Boredom. (After fragging the 1301'st n00b in Q3 you lose your patience.)
      * Chem suits? Probably needed on the LAN to due to all the hazardous gases.

      //Major Lag "When the shit hits the fan, I know which side to be on."

    40. Re:I don't care how realistic the figures look... by ultranova · · Score: 1

      Regardless of how "realistic" the graphics look, combat simulators can't simulate:

      • Lack of sleep.

      Unless the game has really long missions and lacks a pause button ;).

      Coming to think of it, TIE Fighter managed to cause this effect even with short missions and a pause button :).

      • Equipment Failure. (M16's really don't like sand.)

      Continuing with TIE Fighter, it did have breaking systems. And I really don't understand why you'd think a gun jamming would be beyond the ability of a computer to simulate...

      Besides, if modern military systems really use Windows, I'd say that soldiers and gamers are going to be having similar failures with their equipment... The control computers failing in a battleship in a middle of a fight at high seas would give a whole new meaning to the term "Blue Screen of Death" ;).

      • Boredom. (For most of the battle, you are just sitting there.)

      Unless, of course, you're pirating the newest multi-cd shooter over a 56k modem ;)...

      • Running around in chem suits under a desert sun.

      That depends on the hardware requirements of the game; with the newest processor, graphics card and so on the heat output will certainly do its best to mimic this effect.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    41. Re:I don't care how realistic the figures look... by BravoFourEcho · · Score: 1

      Yikes. I don't think it would be as hot as a MOPP suit since he had the glass out, but it definately would not be easy.

      --

      What good is a double standard if you can't enforce it?
    42. Re:I don't care how realistic the figures look... by andfarm · · Score: 1
      Amusingly enough, my mom watches ER constantly. Every time it's on, pretty much.

      ...and she's a doctor.

      --

      TANSTAAFI: There Ain't No Such Thing As A Free iPod.

    43. Re:I don't care how realistic the figures look... by ultranova · · Score: 2, Funny
      It's not that you can't simulate the gun jamming. You can't simulate the feeling of absolute helplessness on the part of the soldier who now seems to have brought a club to a gun fight.

      Try playing Nethack. I assure you that you'll have more than enough moment of absolute helplessness...

      "You are paralyzed by the floating eye's stare!"
      "The newt bites ! The newt bites ! The newt bites ! The newt..."
      (much later)
      "The newt bites ! You die..."

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    44. Re:I don't care how realistic the figures look... by Spam+Bandito · · Score: 1

      Steel Batallion, a mech simulator for Xbox, does this. If your mech is destroyed and you don't eject before it blows up, your save is deleted and you get to start over from the beginning. Of course, even if you do eject, you have to have enough supply points to buy another mech or the same thing happens.

      --
      Krama: Exlnelect (msltoy affteced by rreesceahrs at Elgisnh uetnirisvys)
    45. Re:I don't care how realistic the figures look... by CodeBuster · · Score: 1

      The "mainframe" is probably a WindowsNT box :D

    46. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      That is why they were an all volunteer force until this recent war. It is a difficult job.

    47. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      Why? The same would have applied to the axis soldiers. The average nazi soldier was not particularly different to the average allied soldier.

    48. Re:I don't care how realistic the figures look... by ghjm · · Score: 1

      Yes, you're absolutely right. I was in a very minor "911" type incident, where nobody died or was even seriously hurt, and it was absolutly shocking the extent to which I was totally unprepared for the real life situation - even though it was not much different, and far less serious, than things I've seen a million times in video games and on "When Fox Executives Attack".

      It's different when it's real.

      -Graham

    49. Re:I don't care how realistic the figures look... by sabernet · · Score: 1

      Anyone ever wonder why the computers on CSI use something akin to fancy Flash-isms to pull up sensitive data and process complex things?

      Or why every damn menu, key or command comes with a bleep or beep noise? Frankly, I'd just get annoyed and pound my fist through the monitor;)

    50. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      as both a college student and a member of the USAF I can truthfully say that you have no idea what the hell you're talking about. Anything you have to deal with back home pales in comparison to working out in the desert on the flightline in full MOPP gear. It amuses me of the things civilians complain about sometimes...

    51. Re:I don't care how realistic the figures look... by mlh1996 · · Score: 3, Informative

      His statistics likely came from here. Though, the way he presented them was a bit screwed up.

      The relevant quotes are:

      During World War II U.S. Army Brigadier General S. L. A. Marshall asked . . . average soldiers what it was they did in battle. His singularly unexpected discovery was that, of every hundred men along the line of fire during the period of and encounter, an average of only 15 to 20 "would take any part with their weapons." (p. 3)
      Swank and Marchand's much cited World Ward II study determined that after sixty days of continuous [emphasis his] combat, 98 percent of all surviving soldiers will have become psychiatric casualties of one kind or another. Swank and Marchand also found a common trait among the 2 percent who are able to endure sustained combat: a predisposition toward "agressive psychopathic personalities." (pp. 43-44)

      It's just as important to note that these are WWII studies. Grossman goes on to show how the U.S. Military raised firing rates into the 90 percent range by Vietnam, primarily through operant conditioning, and this is at least part of the reason post-traumatic stress disorder is so much more common in Vietnam-era vets than in previous wars. He also hypothesizes that a very similar form of operant conditioning is occurring in society at large due to violent movies, tv, and video games.

      In a kind of reverse Clockwork Orange classical conditioning process, adolescents . . . are learning to associate this killing and suffering with entertainment. . . . (p. 302)

      Operant conditioning firing ranges with pop-up targets and immediate feedback, just like those used to train soldiers in modern armies, are found in the interactive video games that our children play today. (pp. 302-303)

      Now, for what it's worth, every combat veteran I've talked to on this matter falls into one of two camps: those that think Grossman's right on the money, and those that think he's completely full of shit. I am taking neither stance for the purposes of today's discussion.

      Oh, as for why the Allies weren't decimated? Simple. Most of the Germans didn't shoot, either.

      --
      Lack of creativity is no excuse for not having a .sig
    52. Re:I don't care how realistic the figures look... by intangible · · Score: 1

      I am the gunner of an OPFOR tank crew at Irwin, and yes, it gets very very hot. 130+F degrees is not uncommon here. The desert sun will make metal so hot that you WILL get burned if you touch metal with your bare fingers. The inside of the tank can get unbearable, I'm sure Iraq is even worse, that's why on TV, even if they are in a dangerous area over there, they still ride around sticking out of the hatch because the heat is unbearable. Here in the Mojave, a single person can drink 5 gallons of water in a day.

      I also play many FPS games and FORTUNATELY, the games aren't too realistic, most people could not take it.

    53. Re:I don't care how realistic the figures look... by cowlum · · Score: 1

      "When his brains are splattered on the wall, you are faced with the harsh reality that IT COULD HAVE BEEN YOU, and may yet be. Further your survival may have less to do with native instict & training than by sheer dumb luck." I think some of us may be able to understand this to some degree because of our roads. Most of us have been near or involved in a deadly road accident. Dont get me wrong Im not saying I know what its like to goto war, just aware of what the presence of violent death feels like.

    54. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      the Jason Patrick movie "The Beast" about a Russian tank crew lost in Afghanistan... etc.

      Unfortunately, all the Russians spoke English with varying bad accents, IIRC.

    55. Re:I don't care how realistic the figures look... by sqrt(2) · · Score: 1

      The maximum survivable breathing air temperature for humans is around 140-145 right? So at 130+ I think most people would be more or less paralyzed with pain and discomfort. How the hell could you do anything, much less a stressful, physically taxing exercise like war in heat like that? It just seems impossible. It’s not that I doubt that it is done, but it just doesn't seem to be within the limits of the human body.

      --
      If you build it, nerds will come. Soylentnews.org
    56. Re:I don't care how realistic the figures look... by intangible · · Score: 1

      I meant 120+, I have seen thermometers pop if left out in the sun here. The temp inside the vehicles can get extreme (cds melt in cars).

    57. Re:I don't care how realistic the figures look... by openlurker · · Score: 1

      I groan when I realize "hacking the mainframe" is based on how fast you type and how fast you can read scrolling screens.

    58. Re:I don't care how realistic the figures look... by encebollado · · Score: 1

      I imagine lawyers get a good laugh out of lawyer movies, cops chuckle at police movies, and doctors find medical dramas hard to watch.
      This would imply that to best enjoy movies an TV I must know as little as possible.
      Its true! Ignorance is bliss.

    59. Re:I don't care how realistic the figures look... by CronoCloud · · Score: 1

      DYWYPI? (Do you want your posessions identified? Y/N)

      floating eyes have caused many a YASD (yet another senseless death) until the player learns to use missle weapons on them.

    60. Re:I don't care how realistic the figures look... by richie2000 · · Score: 1
      People stay bunched together because they all need to be in the shot

      No, it's because they need to be shot. There's a difference. ;-)

      Most war movies to a pathetic job of portraying what real munitions look like in use.

      Or sound like. Artillery shells do not whistle through the air. They sound like ripped fabric.

      They rarely resorted to the cliche "Monster Fireball" effect

      Ah, the Forbidden Scene.

      --
      Money for nothing, pix for free
    61. Re:I don't care how realistic the figures look... by Phekko · · Score: 1

      My personal favorite is ID4 where they infect the alien mother computer with a virus. Remember the movie? Don't know what they been smoking when they wrote the script but it musta been one helluva trip.

      "Aliens won't be using the same operating system we do, you know"
      "That's allright, they'll probably have MacOS, then"

      For quite a bunch of movie nitpicking...

      --

      Sigs for Nerds. Sigs that Matter.
    62. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0
      You sweat like a pig


      So you don't sweat at all?
    63. Re:I don't care how realistic the figures look... by Anonymous Coward · · Score: 0

      Sneakers got at least one thing right.

    64. Re:I don't care how realistic the figures look... by carlos_benj · · Score: 1

      You may have to start all over but that's not the same as not being able to play anymore period.

      Unless of course you're into reincarnation.....

      --

      --

      As a matter of fact, I am a lawyer. But I play an actor on TV.

  3. sorta like... by GillBates0 · · Score: 5, Funny
    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.

    Michel Ja...uh...Jefferson.

    --
    An Indian-American Hindu committed to non-violent thought/speech/action alarmed by the global explosion of radical Islam
    1. Re:sorta like... by Anonymous Coward · · Score: 1, Funny

      thats just ignorant... you're all just ignorant

    2. Re:sorta like... by Anonymous Coward · · Score: 0

      Someone apparently didn't catch AC's reference there.

    3. Re:sorta like... by mnemonic_ · · Score: 1

      I really didn't think the humans in Final Fantasy: TSW looked creepy or like corpses. Not that the acting was perfect or anything, but the near-photorealism of their features didn't put me off in the least.

    4. Re:sorta like... by Genom · · Score: 1

      It's the eyes. They put a LOT of detail into the eyes. Well, they put a lot of detail into pretty much everything except movement (which seemed a bit stilted and unrealistic), but I'm convinced that it was the eyes that did it. Haven't seen anything (other than the Animatrix short Square did) that compared.

  4. Yes by slow+train · · Score: 1, Insightful

    This is very true. Ventriloquist dummies are the worst.

  5. Uncanny Valley by Anonymous Coward · · Score: 0

    Haven't we already discussed the Uncanny Valley before?

    1. Re:Uncanny Valley by MyHair · · Score: 4, Funny

      An example would be looking at a girl, being attracted to her and having no idea why i.e what specific features makes her attractive to you?

      Her personalities.

    2. Re:Uncanny Valley by larkost · · Score: 3, Funny
      An example would be looking at a girl, being attracted to her and having no idea why i.e what specific features makes her attractive to you?
      Her personalities.
      So.. are you into bipolar women, or ones with multiple personality disorder?
    3. Re:Uncanny Valley by DevNova · · Score: 1

      There was a study done years ago on what "attractive" is. The results seemed to point to symmetry. They took photos of people, duplicated them and with the copies, they split the images down the middle and mirrored half the face. They then mixed up the "mirror" images with the undoctored photos and had test subjects rate them on their attractiveness. In most cases, the mirrored photo scored higher than the original.

      The study suggested that this uniformity and symmetry was an indicator of health and good genes that the mind drew itself to increase the chances of successful offspring.

    4. Re:Uncanny Valley by dasmegabyte · · Score: 1

      You insensitive clod. All women over the age of 12 have at least two personalities. Vis a vis Merideth Brooks' career.

      --
      Hey freaks: now you're ju
    5. Re:Uncanny Valley by Methuseus · · Score: 1

      Both?

      For guys who like to play the field multiple personality disorder is a way to find a woman to marry. You have one wife, but she seems like different people depending on what time it ie, her moods, etc.

      --
      Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
    6. Re:Uncanny Valley by powerlinekid · · Score: 1

      You don't mate with a personality :P.

      --

      can't sleep slashdot will eat me
    7. Re:Uncanny Valley by Anonymous Coward · · Score: 0

      So.. are you into bipolar women

      I think he was referring to biglobar women, actually. Being into unipolar women is freaky enough; if you meet one with two poles, just run away!

    8. Re:Uncanny Valley by slamb · · Score: 2, Insightful
      And that article is complete bullshit. It may make intuitive sense...but how did they make those graphs? How do you get a precise numerical value for "reaction" or "similarity to human" plotted by "movement", "appearance", or "overall"? And for that matter, how do you fit a curve like that with only three points?

      I was just talking about this yesterday. Someone raised up the often-cited "fact" that on average, people swallow six spiders per year while sleeping. Here's her question: how do you measure that?

      If you see information and can't possibly imagine how it could have been gathered, it probably wasn't. It's just bullshit.

      Also remember, 83% of all statistics are made up on the spot.

    9. Re:Uncanny Valley by Anonymous Coward · · Score: 1, Funny

      > Her personalities.

      she's got huge... tracts of land.

  6. Umm. They aren't *that* realistic. by untaken_name · · Score: 4, Insightful

    If they were, they wouldn't be creepy. That whole sentence about how the brain knows the difference... doesn't that make them not-so-realistic? I mean, I understand that realism is what they're going for, but the tech isn't there yet. I think we all knew that already.

    1. Re:Umm. They aren't *that* realistic. by surreal-maitland · · Score: 5, Insightful
      exactly. they even say that eyes and mouths don't move correctly when the characters speak. the article is very self-contradictory in the sense that it continues to claim that as graphics get more humanlike, they get more creepy, but the creepiness is due to the differences, not the similarities.

      but really, are very realistic paintings of people creepy? (and paintings as realistic as photographs *do* exist) no! why? because they're *realistic*.

      oh, and the author thinks his roomba is cute because it acts sort of like a *pet*. a very stupid and clean pet, but a pet, not a human.

      --
      -ninjaneer
    2. Re:Umm. They aren't *that* realistic. by haystor · · Score: 5, Insightful

      That's kind of the point. As they become more realistically human, they require a higher standard for the brain to accept them. The fact is, humans aren't any harder to animate but the brain is much better at noticing the differences. Spaceships look good because the brain doesn't intrinsically recognize the proper shape for a spacehip.

      I'm sure that to pilots a lot of the plane animations in Pearl Harbor looked just wrong. If someone drew a dragon with the ears tapered back along the top of the head instead of out to the side would you immediately notice that as wrong? Now draw a human and move any feature around by half and inch and see what a difference it makes.

      --
      t
    3. Re:Umm. They aren't *that* realistic. by LiquidCoooled · · Score: 2, Funny

      This is slashdot, I'm sure I am not alone in measuring every space ship up against Enterprise.

      --
      liqbase :: faster than paper
    4. Re:Umm. They aren't *that* realistic. by MyHair · · Score: 4, Insightful

      but the creepiness is due to the differences, not the similarities

      I haven't RTFA, and I took the quote out of context, but that's par for the course.

      Actually I think this similarities make the differences more noticable. It's like if you play two musical notes together, but one is a half-note out of tune it sounds incredibly awful...way more awful than if the notes were a quarter-octive apart and one was out of tune by a half note. Or if you're wearing a red shirt and red pants, but they aren't quite the same color red it's very distracting and annoying.

      I think as the overall effect looks more realistic the tiny differences sour the effect more than they normally would because instead of our imagination filling in the gaps our perceptions keep warning us something ain't right.

      But I'm probably just nitpicking semantics....

    5. Re:Umm. They aren't *that* realistic. by surreal-maitland · · Score: 1
      Actually I think this similarities make the differences more noticable.

      that's a good point. in response i would say that if you're trying to play the *exact* same musical note twice (a better analogy, i think, considering that we're trying to imitate exactly the appearance of humans), you're more likely to notice the quarter octave difference than the half-note.

      i think my main issue with the article is that it claims that we think of animations/robots that are less human-looking as more human, when there is no evidence to support that idea. perhaps it is true that we generally find the less human-like things less creepy, but we certainly don't think they're more human. (imho.)

      --
      -ninjaneer
    6. Re:Umm. They aren't *that* realistic. by Jeff+DeMaagd · · Score: 2, Interesting

      I think it's funny how people have taken the "intrinsic divide" as some sort of fact when it is just a theory, one that hasn't really been tested well either.. The reason Dr. Mori is doing his projects is to test that fact.

      It doesn't matter if people "know" something, and that it is common knowledge. If that knowledge isn't fully tested, then it may not be true.

    7. Re:Umm. They aren't *that* realistic. by Hard_Code · · Score: 4, Interesting

      No, the point is that when you start to make a robot look human, your brain thinks "ah, that's a cute robot!", but when you make a robot look ALOT like a human your brain starts thinking "damn, that's a fucked up human".

      "but really, are very realistic paintings of people creepy?"

      Never seen a movie with a picture with cut out eyes so people can "spy" on people in the room? Yes, that looks creepy.

      --

      It's 10 PM. Do you know if you're un-American?
    8. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      > but really, are very realistic paintings of
      > people creepy?

      Well, you and I might think a realistic painting
      is "creepy" but I know in fact that there are
      quite a few people who would. So maybe there is
      something to the articles premise.

    9. Re:Umm. They aren't *that* realistic. by cmpalmer · · Score: 1

      Hmm, I just saw a painting at a public exhibition in Washington, D.C. (in Union Station) that qualified. It was an ultra-realistic self portrait that definitely fit into the category of creepy because it was so realistic. From across the room, it looked photographic, but when you got close, you could see the brush technique.

      It was a picture of a shirtless Asian man holding a glass bottle if you happen to go through there...

      --
      -- stream of did I lock the front door consciousness
    10. Re:Umm. They aren't *that* realistic. by nelsonal · · Score: 2, Funny

      Even Trogdor is somewhat believable as a dragon with a big human arm sticking off his back.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    11. Re:Umm. They aren't *that* realistic. by perlchild · · Score: 5, Interesting
      The difference is that paintings are static, therefore inherently non-threatening. Animations also have to stay both coherent, and realistic. This might actually be a result of the overuse of the motion-capture technologies(having a suit track the motions of a human, then take those motions, and reproduce them on a cgi).

      Why is this important? well because with the technique, you track the motion of the bodymass of the actor, along with his skeletons, you don't track the motion of the texture of the human. Our minds are used to tracking the motions of even the blood inside a moving human body, to identify intent as well as capacity to threaten, so even seeing the sway of the body hairs of an opponent can contribute or detract from realism. That noone made a motion capture suit that can track that much detail(indeed most motion-capture suit obfuscate some of those, as they enclose the human in question, not even allowing sweat to escape) means that all motion-tracked(my word, you are free to trade me a better one) games will lack those telltales as muscles shifting, lipid flow, blood derivation or sweat traces, and those are all used by our instinctive mind as proof of "real human threat, approach with caution" or "woohoo matable member of the opposite sex, approach with caution if weapon is in view, otherwise, strut a bit" as opposed to "something fishy, alert alert alert". The last case has a bad effect in games because:

      it prevents suspension of disbelief by engaging suspicion reflex

      it leaves the primitive brain without a preprogrammed response, which makes the gamer somewhat uncomfortable (it's going improv without a script after all)

      our higher brain functions may be unaffected, but they are pretty far from our pleasure centers, so pleasing the higher brain functions exclusively doesn't work as well as exciting the higher brain functions and eliciting survival/reproduction/lower brain reflexes or pleasure

      As for the roomba, anyone notice how most cars also end up having super-deformed puppy faces on them? We thrive on the familiar, so using pet shapes, which are familiar and reassuring, works better than super-futuristic shapes, which is why the 60's fashion of "spaceclothes" never caught on since.

    12. Re:Umm. They aren't *that* realistic. by SlartibartfastJunior · · Score: 1

      the problem is that the closer we are, the more we realize we aren't there yet. With Mario and Luigi, we aren't expecting them to be real people. We can interact with them (gamewise) through a set of behaviors we use only in videogames, but not in real life. With some of the more "lifelike" animation out there, we are supposed to be fooled into behaving as if the character was a real person - but every little glitch in the skin, eyes, and movements screams "something's wrong here!" All our ancestral evolution tells us to stay away from anyone acting not normal. So yes, once we get to fully humanlike animation we'll be fine, but we won't get there if we can't even get close.

    13. Re:Umm. They aren't *that* realistic. by kfg · · Score: 1

      The Real Doll may well be a bit creepy, but it isn't because of how realistic they look.

      The Uncanny Valley is an interesting hypothesis, but it's one that in my own experience (that is to say my own reactions as self-observed) doesn't have any supporting evidence.

      There is some middle ground where one might think "man, that's a really crappy graphic/model because it isn't quite artistic/realistic enough," but that's something different than what's being discussed here.

      I've certainly never seen anybody get creeped out the by the fiberglass store manniquins that are taken from life molds of real top models (look around, if you pay attention you'll still find a lot of Paulina Porizkovas in the average mall).

      Of course these aren't animated, but I've never seen anyone creeped out by Lara either. The usual reaction is more along the lines of "Oh man, check out the tits and ass on that! I wish it had better tit bounce physics though."

      KFG

    14. Re:Umm. They aren't *that* realistic. by h4ter · · Score: 1

      the article is very self-contradictory in the sense that it continues to claim that as graphics get more humanlike, they get more creepy, but the creepiness is due to the differences, not the similarities.

      Funny that you RTFA but missed the point. The idea behind the Uncanny Valley is that as the differences between real life and simulated life become fewer, we notice them more and in a way that creeps us out.

      The same mouth-not-matching-speech problem doesn't bother us on The Simpsons, for instance, because with so many differences we gloss over them, even though they share some of the same problems of video game "cinematic" scenes.

    15. Re:Umm. They aren't *that* realistic. by Dun+Malg · · Score: 2, Insightful
      I think it's funny how people have taken the "intrinsic divide" as some sort of fact when it is just a theory, one that hasn't really been tested well either.. The reason Dr. Mori is doing his projects is to test that fact. It doesn't matter if people "know" something, and that it is common knowledge. If that knowledge isn't fully tested, then it may not be true.

      I'm not sure I understand what you're getting at. Are you saying that the "Uncanny Valley" might not exist and that people just think they don't like glassy-eyed photo-realistic too-close-to-the-real-thing renditions of humans? It seems to me that the "intrinsic divide" is the observation, and the specifics of the causation of that divide are what are unclearly mapped.

      --
      If a job's not worth doing, it's not worth doing right.
    16. Re:Umm. They aren't *that* realistic. by kingstalemuffins · · Score: 1

      Yes, I agree. The reason that these games seem creepy is not because they are too realistic, it is because they are not realistic enough. Look at any high quality CG movie. This are not creepy as the characters have life like expressions and there facial expressions, movements etc are in sync with what is going on. video games just need to become more lifelike, not less, to get beyond the creepiness...

    17. Re:Umm. They aren't *that* realistic. by Paulrothrock · · Score: 1

      Most people know what the space shuttle looks like, but I didn't have a problem with its animation in games like X-Plane. I think flexible round things (heh) are harder to animate than rigid structures with lots of straight lines.

      --
      I'm in the hole of the broadband donut.
    18. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0
      the article is very self-contradictory in the sense that it continues to claim that as graphics get more humanlike, they get more creepy, but the creepiness is due to the differences, not the similarities.
      If you see realism as a gliding scale (0%-100%) rather than a binary state (realistic/unrealistic) the article make more sense. Something that looks almost-but-not-quite human looks creepier than a 3D-ish cartoon characters like the humans in the Pixar movies.
    19. Re:Umm. They aren't *that* realistic. by beakerMeep · · Score: 0, Redundant
      I dont think you are nitpicking symantics at all i that is a great point. Another worth note is the "Uncanny Valley" idea behind how when robots look more and more like humans they also appear creepy.

      http://www.arclight.net/~pdb/glimpses/valley.html

      Someone posted this a couple of months back in ./ Games talking about this very idea and I think this is exactly what we see as graphics get closer to reality.

      --
      meep
    20. Re:Umm. They aren't *that* realistic. by beakerMeep · · Score: 1

      of course if I had RTFA i woulda seen that link was in the first line. doh Still I think it odd that slate writes about this not long after someone posts it to slashdot. maybe that poster should dempand royalties ;)

      --
      meep
    21. Re:Umm. They aren't *that* realistic. by Jackie_Chan_Fan · · Score: 5, Interesting

      To some extent what you say is true. But as 3d character animator... I can with out a doubt say Humans are harder to animate :)

      And the reason is... Your point :) ANYTHING off, looks off. that includes skin sliding, muscle movement, skin tranlucency, skin texture, material, reflections, hair on the head and the body... Walk animations, any movement around the eyes where eye movement affects the skin and muscles around it so gently.

      There is just so much to do when animating a human. If we're talking about the absolutely perfect ideal animated human... then we're talking about levels of detail like no other... Because of the very reason you point out.

      So animating them is much harder... because people will notice the difference.

      Animation is hard no matter what. A slight change of anything can evoke a mood or attitude that you dont want.

      Animating humans IS HARD. In animation you judge the level of difficulty by what you can get away with... This is true. But animating a 3d snoopy, vs animating a 3d realistic human is so much harder because of the level of refinement, detail and what you can and cant get away with.

      Snoopy can spin his ears like a helicopter and no one will question it.

      When animating a human... If the ears dont move just right when they're required too... Does the character evoke a supid emotion? A state of dumbness? Shock? horror, cartoony? A human can go so wrong so easily when animating one.

      Chuck Jones is considered one of the worlds BEST animation directors/animators...

      He never animated a realistic 3d human... Could he have? Not without an army.

      Its not a question of skill... its a question of detail and the work load.

    22. Re:Umm. They aren't *that* realistic. by fermion · · Score: 1
      I think you are right on target. There does seem to be two approaches to animation. The first is to create something completely foriegn. The brain wil try to fit the foriegn concept into some catagory of existing knowledge, i.e. talking animals are expected to have other human qualities, but the animator will have forgivness in the creativity. In other words, the tension of the footage is not with the shape and motion of the character.

      The second approach is to create a minimalist figures of known quantities. Given a general outline, the brain will fill in the details. It is good to encourage this because it personalizes the footage to each viewer. This personalization encourages the suspension of reliaty neccesary for for a movie to work. The problem is, therefore, when too many details are supplied. This is also the problem with live action movies that have bad actors or directors. The details conflict with the internal picture the brain develops. Since a movie is entertainment, and this conflict is not entertaining, the movie is a flop.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    23. Re:Umm. They aren't *that* realistic. by _bug_ · · Score: 4, Interesting

      Paintings are a bad example.

      Life-like images are not exactly new. We're quite use to them because they do get so life-like.

      The problem is entirely in MOVEMENT of those life-like objects. Eyes twitch or blink the wrong way, certain areas skin on the face move too little or too much as the lips move. The gait, or posture of the walking figure just doesn't look right.

      We're so use to seeing humans that we never pick up on these subtle things that we instantly recognize as "human".

      When you're presenting an animated or toon-ish character, you're mind easily accepts it because you understand it's a parody of a real object.

      When presented with life-like objects, you're mind is trying to accept them, not as parody, but as the real thing. This touches completely different areas of the brain. An area use to seeing ONLY humans. Now something that doesn't act human is trying to be passed off to this area of the brain. It instantly says "no ufcking way" and thus.. we get all those creepy feelings because we've got no idea how to react. Up until this point, we hadn't been subjected to non-human objects trying to be passed off as human. That area of the brain has no clue how to react.

      * 'area of brain' is not meant as a physical area. i do not claim to be a brain-tologist. hah.

    24. Re:Umm. They aren't *that* realistic. by Have+Blue · · Score: 3, Insightful

      What seems to be going on is that as you progress from "does not look like a human" to "looks like a human" you have to pass through a "looks like a human corpse" region. The image of the face is perfect, but all sorts of subtle motions and colors are simply not present, a description which also fits the recently deceased to a T. We are naturally repelled by corpses, so the same reflex is triggered.

    25. Re:Umm. They aren't *that* realistic. by EvilTwinSkippy · · Score: 1
      Salvadore Dali was once asked by a skeptic why he can't produce things that are more realistic, like photographs. He asked the man if he had a photograph, and the man produced a wallet sized picture of his wife. Dali examined the photograph, and then said, "My, your wife is so small and flat."

      I've probably butchered it, but I hit my 20 minute limit on googleing for a slashdot post without finding a link to the quote. Ah academia. The art of remembering what was said, but forgetting the source.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    26. Re:Umm. They aren't *that* realistic. by kotj.mf · · Score: 1
      Or if you're wearing a red shirt and red pants, but they aren't quite the same color red it's very distracting and annoying.

      I disagree. If you're wearing a red shirt and red pants, then you are Jack White, and you're just annoying.

      --
      hang brain.
    27. Re:Umm. They aren't *that* realistic. by osu-neko · · Score: 1
      the article is very self-contradictory in the sense that it continues to claim that as graphics get more humanlike, they get more creepy, but the creepiness is due to the differences, not the similarities.

      Err, yes, that's precisely the point of the article. Good summary. However, why you think the article is contradicting itself in stating this is obscure. The closer the graphics get to perfect, the more jarring the imperfections become. How is this a contradiction? It's ironic that improving something makes the imperfections more glaring, but not actually contradictory...

      --
      "Convictions are more dangerous enemies of truth than lies."
    28. Re:Umm. They aren't *that* realistic. by Squid · · Score: 1

      I've noticed that I respond better to untextured or fake-looking CGI figures animated from motion capture data, than I do to perfectly rendered humans that aren't motion captured.

      Or for that matter, human actors doing wire stunts, where the speeds, mass, and motion are all wrong.

    29. Re:Umm. They aren't *that* realistic. by iabervon · · Score: 1

      If a character's movement is more realistic than its appearence, your brain thinks it's seeing a representation rather than reality. If the character looks more realistic than its movement, then your brain doesn't make this assumption.

      The point is that they've crossed from the area in which they're unrealistic to the area in which they are perfectly realistic for zombies or drugged or sick people. When your brain stops saying "cartoon", it next says "corpse", and there is a long range where it reads the situation as a film of a corpse malevolently manipulated by game designers.

      There are a lot of tiny movements that are necessary to give a comforting appearence. The largest is probably breathing. If your model is walking around and talking, but never breathes, that's really weird. If you were talking with someone in real life, and they weren't breathing, you'd probably freak out, since the person looks undead. Another detail is that real people are held up by a large number of muscles in opposition, and are therefore never perfectly still. If you have enough detail that you should see this movement, but you don't, it looks like the person is mechanical. Then there are movements which indicate emotions and movements which indicate attention; without these, the character seems to be not paying attention or to have a human intelligence.

      The problem is basically that they go from unrealistic humans to realistic horror movie enemies.

    30. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      definitly true - it is much easier to believe animated monsters and the like which you have never seen in real life than it is humans, dogs, cats etc.

      it's the same reason old people complain about young people's music "sounding all the same", and even why it's said people of a different race to you "all look the same"

    31. Re:Umm. They aren't *that* realistic. by carlos_benj · · Score: 1

      ...are very realistic paintings of people creepy? (and paintings as realistic as photographs *do* exist) no! why? because they're *realistic*.

      Actually they're not realistic. They're photo-realistic. The difference, as far as creep factor oges, would be that we don't expect photographs to move or talk get disgusted and walk out of the room. Some paintings, even if they're not quite photorealistic, can be creepy. For instance if the eyes appear to move in order to follow you. I once saw a pencil sketch of a face with closed eyes and if you concentrated on it the eyes seemed to flash open suddenly. Everyone who saw it seemed to think that was creepy.

      --

      --

      As a matter of fact, I am a lawyer. But I play an actor on TV.

    32. Re:Umm. They aren't *that* realistic. by surreal-maitland · · Score: 1
      sorry, this was a poor choice of words.

      what i meant to say was that it's wrong (imho) in the sense that it implies that we consider less human-like graphics to be more human-like than the ones that are more accurate.

      --
      -ninjaneer
    33. Re:Umm. They aren't *that* realistic. by carlos_benj · · Score: 1

      Ack! "as far as creep factor goes"

      --

      --

      As a matter of fact, I am a lawyer. But I play an actor on TV.

    34. Re:Umm. They aren't *that* realistic. by carlos_benj · · Score: 1

      When you're presenting an animated or toon-ish character, you're mind easily accepts it because you understand it's a parody of a real object.

      When presented with life-like objects, you're mind is trying to accept them, not as parody, but as the real thing.


      Bingo. I accepted the characters in "Shrek 2" but was really bothered by the CGI wolves in "The Day After Tomorrow".

      --

      --

      As a matter of fact, I am a lawyer. But I play an actor on TV.

    35. Re:Umm. They aren't *that* realistic. by osu-neko · · Score: 3, Interesting
      Actually I think this similarities make the differences more noticable.

      that's a good point.

      And precisely what the article says.

      i think my main issue with the article is that it claims that we think of animations/robots that are less human-looking as more human, when there is no evidence to support that idea.

      There's plenty of evidence to support exactly what the article says. Whether it says what you're saying here depends on what you mean by "more human". We're certainly not fooled into thinking something is human by a lack of realistic details. On the other hand, we're less distracted by the inhumanity of something when it has less detail. We're not constantly being reminded "it's not human" because our brains don't make an issue out of it. Perhaps "more life-like" would be a better term. We more easily project into something we see as living than into something inanimate (it's more easy to anthropomorphize a car than a picnic table, for example -- easier still to anthropomorphize the pet dog). My pet cat seems "more human" in this sense than the animated characters in a modern video game. And, indeed, she is "more human". At least she's a warm-blooded mammal rather than a pattern of dots on a CRT. Anything that an animated character does to draw my attention to the fact that it's not flesh and blood drags me away from the illusion.

      The more details you throw in, unless you get them precisely perfect, the more opportunities you get to spoil the illusion. I've seen perfectly realistic seeming characters in a game suddenly become jokes when they start walking in some scene. Real people can walk, so a sprite that can walk is more realistic than one that stands perfectly still throughout a scene, right? Technically, yes, this is true, but if it hadn't started walking, I wouldn't have been suddently and jarringly reminded of how unreal it actually is. I was buying it until it started walking.

      The most realistic, more believable, "most human" characters I've seen were in books, and they were nothing but words on paper. They seem a lot less real when you can recognize them as Brad Pitt on the screen. Am I saying words on paper are "more human" than Brad Pitt? Well, in the sense of "more human" that this article is talking about, yes, precisely.

      It boils down to this -- if your brain is better at filling in the details than the animators, the animation will be less jarring with less detail, and the less often you are jarred by the animation, the less often the illusion is spoiled. OTOH, if the animators can capture detail better than your brain and recall every last detail of a thing, then the reverse will be true, and you'll actually appreciate the quality of the animation. In our minds, we may have only a sketchy idea of what a picnic table looks like, so a fine bit of texturing and bump-mapping will knock our socks off with it's realism. But our minds are extremely well tuned for noticing details about human beings, so the same quality of animation that seems so damned real for the picnic table is jarringly unrealistic for the character.

      And the more unrealistic detail you throw in, the more often you jar the viewer's senses. More (in quantity) accurate details will improve the realism. More (in quantity) inaccurate details will take away from ther realism. If you agree with these two statements, it follows that an animation with less detail, assuming the missing details would have been inaccurate, is "more human" than the one with more (but inaccurate) details. Adding inaccurate details, whether it's adding eyebrows that don't move properly or adding extra arms, doing this makes something seem less human, not more. Both leaving off the eyebrows and leaving off the extra arms will make the character seem more human, and for the same reason. However, if you're really good at drawing and animating arms, the character will the extra arms will seem more lifelike and be easier to swallow...

      --
      "Convictions are more dangerous enemies of truth than lies."
    36. Re:Umm. They aren't *that* realistic. by gl4ss · · Score: 1

      .. on the subject. Mafia had very good textures for the characters faces, yet it looked like a perfect match into the game.

      if they had eerie eyes, out of place noses or something else like that, sure then it would look ugly. but now when they look like paper origamis with very good textures it was magnificient.

      -

      --
      world was created 5 seconds before this post as it is.
    37. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      I read that once, but I think it was said about Picasso and not Dali. At least, assuming the database for the Linux program "fortune" was correct...

    38. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      Here's some graphs: http://www.arclight.net/~pdb/glimpses/valley.html

      The point is that, as you increase in realism, this look more appealing to the human eye, and then suddenly look a lot worse. You can get by with a crude approximation, but once you get past a certain level of quality, you have to be perfect for people to accept it.

      Things that are completely unrealistic are not creepy. Things that are 50% realistic are kinda cute. Things that are 80% realistic, now that's creepy.

      That's the point.

    39. Re:Umm. They aren't *that* realistic. by RatBastard · · Score: 1
      they even say that eyes and mouths don't move correctly when the characters speak.
      That's not really an issue in games with primative graphics. The closer to realism you get, the worse the effect becomes.

      the article is very self-contradictory in the sense that it continues to claim that as graphics get more humanlike, they get more creepy, but the creepiness is due to the differences, not the similarities
      No. Look at games with cartoonish designs. Is it creepy when the character's mouth moves wrong? Does the excess of unnatural movement bother you? Does the absence of natureal movement bother you? No. It doesn't.

      But look at more realisticaly styled games. One example that comes to mind is Return to Castle Wolfenstein. Watch the mission briefings between the young agent and the old guy behind the desk. Watch how the old guy's movements are bizzare and unnatural and how his lip syncing is off. He's creepy looking. Not because he's designed to be, but because he looks like a corpse with pneumatics hidden under the skin.

      The point, and you seem to have missed it entirely, is that once you reach a certain level of realism the minute differences between a real human and a synthetic one grow exponentially in your mind and they creep you out.

      As for realistic paintings, yes, they do look creepy if the artist doesn't have the skill to mix in realistic emotions and bridge that last 1% gap. And still images are a lot easier to pull off than animated ones. Look at that "Final Fantasy" movie: Aki Ross (?) looked very nice in still shots, but looked creepy and unnatural in motion.

      --
      Boobies never hurt anyone. - Sherry Glaser.
    40. Re:Umm. They aren't *that* realistic. by EvilTwinSkippy · · Score: 1
      I read that once, but I think it was said about Picasso and not Dali. At least, assuming the database for the Linux program "fortune" was correct...

      That would be why I couldn't find it, now wouldn't it.

      /dunce me

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    41. Re:Umm. They aren't *that* realistic. by Talinom · · Score: 1

      Ever learn to draw? Then you are probably familiar with the workings of the left and right sides of the brain.

      The left side is the logical, analytical, and symbolic side of the brain. It deals with things like language, math, and object identification. If you were to take a child and ask them to draw a picture of a car, it would most likely be a symbolic representation of a car.

      The right side of the brain is much more holistic. It is the part of the brain an artist taps to do their work. It also seems to be the part of the brain that starts to kick in as soon as the threshhold of realism kicks in. While the left brain is saying that the eyes, nose, lips, ears, cheeks, and chin all look just fine and consist of the components of a "face", the right side of the brain is telling you that something major is wrong.

      Left brain program and press keys.

      Right brain draw.

      Jumping this hurdle in a game is going to be a PITA.

      --
      "Giving money and power to governments is like giving whiskey and car keys to teenage boys." - P.J. O'Rourke
    42. Re:Umm. They aren't *that* realistic. by DukeyToo · · Score: 1

      For the fine art of tit-bounce physics, check out Tripping the Rift on SciFi. (The first episode is available streamed from their site).

      --
      Most writers regard truth as their most valuable possession, and therefore are most economical in its use - Mark Twain
    43. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      > Or if you're wearing a red shirt and red pants, but they aren't quite the same color red it's very distracting and annoying.

      Arggh! Now I have to go home and change!

    44. Re:Umm. They aren't *that* realistic. by Crazy+Eight · · Score: 2, Insightful
      Well to be fair to the author it's not like he's unaware of the paradox. He makes it clear that "realistic" graphics just aren't realistic enough to cut it. The insight in the article comes from admitting that a certain amount of simplification and stylization enhance the immersion.

      Remember the scene in "Reservoir Dogs" when the cop gets his ear sliced off? Tarantino shot that scene two ways. The take that didn't make it into the movie included a direct shot of the ear being sliced with the razor blade. During the shoot he thought, "That's it. That's the one." In the editing room he tried it both ways and found that the shot where the camera pulls away was more powerful by far. It gives you enough to know whats going on and then lets your imagination fill in the blanks.

      I can see this notion at work in my own preferences with FPSs. RTCW (and maybe MOHAA, I can't recall off hand) allows the player to render the gun without drawing the hands and I've always chosen this option because the hands look stupid. Compared to hands, guns are easy to render aesthetically. Including an element that can't cut the mustard drags the rest of the frame down.

    45. Re:Umm. They aren't *that* realistic. by Hard_Code · · Score: 1

      "Jumping this hurdle in a game is going to be a PITA."

      Half Life 2 looks pretty good, and I've seen the extended high res demos. I don't have the "this is wrong" gut reaction. Then again, maybe the nature of playing a game makes it more prone to left-brain thinking ("pressing keys"). Who knows.

      --

      It's 10 PM. Do you know if you're un-American?
    46. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0
      Or if you're wearing a red shirt and red pants, but they aren't quite the same color red it's very distracting and annoying.

      Thanks for the bad mental image - I can't get the image of one of Mrs. Brady's pantsuits out of my head now. The only people who can get away with dressing all in red are Rajneeshees (and they looked a bit silly) and Buddhist monks.

    47. Re:Umm. They aren't *that* realistic. by Retric · · Score: 1

      FYI the whole left brain right brain idea is full of shit.
      The corpus colosum (sp?) does not have the bandwith to integrate the mind all that well so there is some left / right brain devides but the most things are split fairly evenly across the brain EX: vistion

      Yea there is a TUN of pre proscessing in before the brain get's the immage (more like a 3d model of the world with some guesses as to motion and some textures on the object's than an immage) But try this; close one eye and pick up an object with your right hand. Ok now toss it up in the air and catch it with the other hand great now do the same thing but while the object is in the air change witch eye is open.
      Now, you can do this but at first it seams realy strange. This is much harder than say blinking one eye as you toss the item in the air. The reason for this is EACH side of the brain is involved in crating an intergrated perception of the world.

      Which may be a round about way of proving demonstrating it but perception is NOT a left brain creates a world vew right brain integrates that wold view like you just postulated.

      On the broauder point of a preception threashold where you start to notice how far from a normal face a GC image is shure I would agree with you. Aslong as the "face" is not close enof to a real face your brain things ok that is probably a face but once it starts to get close your brain thinks ok that is a face but it is also probably a face of someone that is realy sick. Afterall a healthy person's skin would never look like that... ick

    48. Re:Umm. They aren't *that* realistic. by Zareste · · Score: 1

      Yeah. The gist of the article seems to be 'realism is unrealistic'. Not much sense to it really.

      --
      I am NOT a number! I am a - oh wait, I'm number 761710. Look! 761710!
    49. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      The image of the face is perfect, but all sorts of subtle motions and colors are simply not present, a description which also fits the recently deceased to a T

      How many recently deceased people do you see moving on an average day?

    50. Re:Umm. They aren't *that* realistic. by revjd909 · · Score: 1

      Actually, they look a bit like Cheney. Either Lon, or Dick, take your pick.

      --
      *** once i really listened, the noise just went away. -liz phair
    51. Re:Umm. They aren't *that* realistic. by Mycroft_VIII · · Score: 1

      Actually the right/left brain devide does exist and is NOT full of $#!t. It is however oversimplified in discussion most of the time.
      Take for example the case of people who have had thier CC cut, usualy to mitigate severe epilepsy when all else has failed. They show a clear set of issues related to this right/left difference.
      What is often left out is that both sides of the brain DO support some of the functions of the other. and of course some functions are shared. In your vision experiment I believe what's been shown is how different mechanisms can support the same end functionality. For what it's worth a person with seperated hemispheres would have much greater difficulty with the same task.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    52. Re:Umm. They aren't *that* realistic. by Mycroft_VIII · · Score: 1

      NO KIDDING. I'm strictly amature, well not even that good really. I've tried to creare realistic people. It is the single most time consuming way to hyperfrustrate oneself that I can think of. Getting a date with a supermodel would be easier.
      One time I spent days putting together a torso that looked halfway decent, or so I thought. to check it out I mad some quick cylnder/block limbs and a sphere head. And somthing was off, horribly off, even though I had a front and profile photo to moddle against.
      Shure everything lined up with the photos, but yet somthing I never could point to was totaly wrong. The only thing I was shure of was it wasn't the knock together limbs as I could still see it when looking at a full body shot of the original model.
      Our brains are so hardwired to recongize and analyze other people that once that part fully engages at a certain level of realism, we can spot errors and issues in the gestalt that we can't readily identify on a consious level.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    53. Re:Umm. They aren't *that* realistic. by Anonymous Coward · · Score: 0

      Well, the next stage of CGI movies is obvious, then.

      Horror. Zombies, vampires, the undead. In a lot of cases, they aren't supposed to animate like a living human. Opportunity, not problem.

    54. Re:Umm. They aren't *that* realistic. by Retric · · Score: 1

      Hmm, the point of what I was saying was while "there is some left / right brain devides but the most things are split fairly evenly across the brain EX: vistion"

      Which is basically saying: "both sides of the brain DO support some of the functions of the other. and of course some functions are shared

      I was trying to point out why it's incorrect to say "The left side is the logical, analytical, and symbolic side of the brain. It deals with things like language, math, and object identification.", "The right side of the brain is much more holistic." or "While the left brain is saying that the eyes, nose, lips, ears, cheeks, and chin all look just fine and consist of the components of a "face", the right side of the brain is telling you that something major is wrong." as the parent poster to my first comment was saying.

      In many ways my major objection to the whole right-brain left-brain idea is the concept that it limits "logic" to one side of the brain. And then say's wow look at the other half we can use to be "holistic" (WTF does that mean? do you reanalyze everything you just looked at?). Where when you get down to it ever cell in the brain is capable of making a desisting and, things like "thought" and "perception" are the combinations of huge numbers of decisions rather than some the result of some magic box that takes place over there which we can never know how it works. Which is an outgrowth of my dislike of the term "holistic" which is often used by people as a way of saying "I don't know the details but my assumptions lead me to believe this regardless of the evidence which is in consequential to my world view after all I am looking at the WHOLE picture and therefore I can't be wrong."

      Hmm, sorry that's starting to sound like a rant so I will stop now.

    55. Re:Umm. They aren't *that* realistic. by Mycroft_VIII · · Score: 1

      Ahh, o.k. I see your point a bit better now.
      Well it has been shown that the left side is dominant in most people when handling logical and math oriented functions and the right in such things as asthetics and art. But it's usually on the order of a 60-40 to 80-20 split, not a total devide. And the brain CAN compensate for damage by shifting functionality around in many cases, moreso than was traditionally thought.
      I find the brain amazing and am not the least bit suprised at how difficult it is to create artificial intelligence, of couse I still believe we can and will some day pull it off.

      Mycoft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  7. examples? by nycsubway · · Score: 5, Funny

    I'd like to see some examples of these pictures. Sure they are creepy, sometimes people can be fooled though. I had a picture of Aki in a bikini from the Final Fantasy movie on my computer. My girlfriend found it and wanted to know why I had it. She didn't beleive me that it wasn't a real person.

    1. Re:examples? by Shinglor · · Score: 2, Insightful

      That is a real person. That model would have been body scanned.

      What makes body scanned CG characters so different to a photo of someone?

    2. Re:examples? by Anonymous Coward · · Score: 0

      Maybe she just wanted to know why you had a picture of an animated character in a bikini? Maybe she found that a little odd?

      Or maybe she's just one of those girls that objects to their SO's having any sort of even vaguely titillating material hanging on their wall, no matter how tame it is. Does she get pissed at you if you glance at other women when you're out together too?

    3. Re:examples? by Mikkeles · · Score: 0, Troll
      ' I'd like to see some examples of these pictures.'

      They have one right on the page.

      --
      Great minds think alike; fools seldom differ.
    4. Re:examples? by ruprechtjones · · Score: 1

      How about Shrek 2 (the movie, not the game)? Man, some of those faces freaked me out. At least an ogre and a donkey were there to balance out the creepy human-looking characters...

      --
      Kip Hawley is an idiot.
    5. Re:examples? by fireduck · · Score: 4, Interesting

      Interesting that you bring up Aki. I have a silk screened wall hanging of the same image that a friend picked up at E3 several years ago. My feeling about the Final Fantasy movie was that the characters were amazingly life like, *until* they started talking. The animators didn't have a good grasp on (and probably didn't have the technology to model) realistic facial movements They didn't convey a great deal of emotion. No light in their eyes, or any of the other subtle facial clues we look for when talking to someone. Beautiful when rendered static, but wrong and a bit creepy when in action.

      I wonder if WETA tried to re-model Gollum as a human how realistic it would be. The technology has clearly advanced to the point where they can pick up many of those subtle clues, but since it was still non-human, I wonder how much of that is our projection of emotion into it.

    6. Re:examples? by finkployd · · Score: 4, Informative

      I had a picture of Aki in a bikini from the Final Fantasy movie on my computer. My girlfriend found it and wanted to know why I had it. She didn't beleive me that it wasn't a real person.

      In case (like me) you feel the need to find this picture, I think the one the parent poster is talking about is here

      Finkployd

    7. Re:examples? by alnya · · Score: 5, Interesting

      I find this to be a good example of being "nearly-there".
      Didn't Freud talk about this in his examination of the unheimlich? We're freaked out by stuff thats almost-but-not-quite human.

      Add your own jokes here

    8. Re:examples? by pomakis · · Score: 4, Insightful
      I'd like to see some examples of these pictures. Sure they are creepy, sometimes people can be fooled though. I had a picture of Aki in a bikini from the Final Fantasy movie on my computer. My girlfriend found it and wanted to know why I had it. She didn't beleive me that it wasn't a real person.

      I think that creating a still image realistic enough to fool the human brain is a lot easier than creating an animated image realistic enough to fool the human brain. The article's statement that "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" is a gross understatement. A considerably large amount of the brain is specifically dedicated to recognizing facial expressions. This includes all of the subtle movements that are involved in facial expressions. It's these subtle movements that are very difficult to artificially animate accurately enough to fool the human brain. That's why the article uses the term "animated corpse". Even something as 'trivial' as a slightly unnatural pertubation of one small cheeckbone twitch is enough to tell the human brain that something is wrong.

    9. Re:examples? by Anonymous Coward · · Score: 0

      Gee, you seem to know so much about girls, you should team up with mercatur, because she knows all about boys.

    10. Re:examples? by 0123456 · · Score: 1

      "I had a picture of Aki in a bikini from the Final Fantasy movie on my computer. My girlfriend found it and wanted to know why I had it."

      LOL... yeah, I forgot to turn off that Aki desktop image when my GF came to visit. Fortunately she noticed that Aki actually looks a lot like she does, so I got away with it :).

    11. Re:examples? by Norgus · · Score: 1

      The fact they still have to be computer coreographed and lip-synced and put into poses etc. In fact you only get a shape from a body scan don't you? Maybe the raster graphics as well.

    12. Re:examples? by Norgus · · Score: 1

      It looks fairly realistic, someone should provide a lossless version (such as PNG) for a good idea of the realism.

    13. Re:examples? by Anonymous Coward · · Score: 0

      Get her nude here!

    14. Re:examples? by visgoth · · Score: 4, Informative

      Negative, the body model of Aki was built by this gentleman, and the head was modeled by this one.

      --
      My patience is infinite, my time is not.
    15. Re:examples? by Anonymous Coward · · Score: 0

      I agree.. Shrek2 made the characters look even more realistic (fiona especially), but her parents and the godmother looked oddly real too. To think that shrek2 was probably started 2-3 years ago, and has been rendering/edited this whole time. Have to wonder how more real pixar/dreamworks movies will look in the upcoming years.

    16. Re:examples? by Anonymous Coward · · Score: 0

      Right, except 300 pounds lighter.

    17. Re:examples? by meringuoid · · Score: 4, Funny
      I forgot to turn off that Aki desktop image when my GF came to visit. Fortunately she noticed that Aki actually looks a lot like she does

      Do not torment us, foul one! First, cruel and evil fiend, you taunt us with your Having a Girlfriend. Then, to rub the salt right into the already painful wound, you tell us she looks like Aki...

      Git git git git git.

      --
      Real Daleks don't climb stairs - they level the building.
    18. Re:examples? by ld_hrothgar · · Score: 0

      Ok, in your fantasies maybe... if you have a girl that hot and you're posting to /. instead of shagging her right now you are a moron.

    19. Re:examples? by NanoGator · · Score: 2, Funny

      "In case (like me) you feel the need to find this picture, I think the one the parent poster is talking about is here"

      Wanna know how classy my friends are? They referred to her breasts as 'bussards'.

      --
      "Derp de derp."
    20. Re:examples? by prgrmr · · Score: 1

      Even something as 'trivial' as a slightly unnatural pertubation of one small cheeckbone twitch

      Your bones twitch? Now that is unnatural.

    21. Re:examples? by EvilTwinSkippy · · Score: 2, Insightful
      It only looks real because they are modeling a person who is looking anything but. Biki models wax off their body hair, have no tan lines, and often employ makeup to hide minor blemishes and scars.

      Human skin is transparent, blotchy, an has many layers that move independently. It folds along creases, and bunches while it moves. (No matter how fat or thin you are.) All that makes it messy for artists to model us, which is where artistic ideals come from.

      The bugger with computers is that they do the ideal perfectly. The problem is that the ideal is no reflection of reality.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    22. Re:examples? by Dr.+Spork · · Score: 3, Interesting

      Pretty nice! It looks like synthetic child porn is very close. Wasn't there some US law that was being considered about sexually explicit rendered pictures depicting children? Will there be laws that forbid you from drawing certain scenes? That would be weird, but we're living in weird times.

    23. Re:examples? by finkployd · · Score: 1

      The picture is so-so, but the dns name is classic :)

    24. Re:examples? by Anonymous Coward · · Score: 0

      why bussards?

    25. Re:examples? by Moofie · · Score: 1

      Movement.

      --
      Why yes, I AM a rocket scientist!
    26. Re:examples? by NanoGator · · Score: 2, Informative

      "why bussards? "

      Star Trek fans. "Bussard ramscoops" are the red things on the front of the Enterprise from Next Generation.

      --
      "Derp de derp."
    27. Re:examples? by finkployd · · Score: 1

      Wow, that is some hard core geek right there.

      Finkployd

    28. Re:examples? by wombatmobile · · Score: 1
    29. Re:examples? by Jackie_Chan_Fan · · Score: 3, Interesting

      The answer to your gollum question...

      Weta did have digital doubles for their actors. Of course they wouldnt have the level of detail that Gollum requires for upclose acting. But from a far, even Legolas and the other digital doubles looked fake due to their actions.

      Legolas tackling that elephant creature... it just doesnt move or look real in any manner at all. Its unbeleivable from just about every angle and to top it off, the animation wasnt natural.

      Even Spider-man who is basically a human form without the expressive face... was animated poorly in spider-man 1.

      Now take Jackie Chan from 94 and earlier... (when he could move) There is a real human being doing amazing things. Infact hes surrounded by a whole team of human beings doing amazing, REAL stunts and fight scenes.

      Occasionally they'll use a wire here and there for effect in Jackie's movies and yet its still beleivable, and its strengthed by the fact taht you actually beleive that is Jackie doing all of those things.

      Its almost a magic trick... You're expecting a real person to do these things, then they do it, and wow.. amazing. What you missed is one of the shots had a stuntman doubling Jackie. You missed it because 95$ of the films stunts was infact Jackie.

      Slide of hand. Movies have always been about tricks, the biggest factor is.. what can we do to get your mind willing and able to accept the very thing we want you to beleive.

    30. Re:examples? by bludstone · · Score: 1

      Well, many/most of gollums facial expressions were done by andy first, then animated in post using his already-made expressions as a base.

      Yes, including the "puffy cheeks" when he first tries to grab the ring off of frodo.

      --

      no .sig
    31. Re:examples? by Anonymous Coward · · Score: 0

      wow, i was thinking (if you click on those thumbs) there's some amazing MSFW links - which is creepy! but the guy HAS NO DICK!

    32. Re:examples? by dasmegabyte · · Score: 2, Insightful

      Eh, I don't feel so bad. Apparently the girl is so mentally imbalanced that she gets upset over a fake picture of a non-existant girl in a bikini. You're probably better off without a girl like that.

      --
      Hey freaks: now you're ju
    33. Re:examples? by Anonymous Coward · · Score: 0

      probably a good thing she didn't find the Aki nude version ;)

    34. Re:examples? by tepples · · Score: 1

      I wonder if WETA tried to re-model Gollum as a human how realistic it would be.

      A lot taller for one. Smeagol was a hobbit before the ring changed him into Gollum.

    35. Re:examples? by bronzemug · · Score: 1

      I think the subtle clues apply to speech synthesis as well. Even the best speech synthesizers ( like the Festival Speech Synthesis System ) have yet to eliminate the subtle clues that humans are able to pick to determine a fake.

      --
      [This sig space for sale. Cheap]
    36. Re:examples? by Octagon+Most · · Score: 1

      "A considerably large amount of the brain is specifically dedicated to recognizing facial expressions."

      As an example think of how you can tell when a person across a crowded room is looking at you and not at the person next to you. The difference in the perceptible angle of their eyes is such that it would be exceedingly hard to draw/paint/animate. The human mind is so tuned to reading human faces that it may not be possible to completely fool it with computer graphics. At some point it is no longer about rendering power and resolution and more about things we don't fully understand that our brain is noticing. A fascinating subject that might become the holy grail for animators.

    37. Re:examples? by Telastyn · · Score: 1

      Actually, if my memory serves [and I'm not just repeating someone else's post] the characters in final fantasy were actually made -less- realistic, because they were deemed too creepy in pre-screens. If you note throughout the film, the head doctor still has some little details missing from the rest of the characters.

    38. Re:examples? by surfimp · · Score: 1

      It's interesting to note that on the second link, the only two full-bodied, full-exposure nudes are of a woman of Asian descent and a man of African descent. And the man of African descent has been castrated.

    39. Re:examples? by Anonymous Coward · · Score: 1, Funny

      -- I had a picture of Aki in a bikini from the Final Fantasy movie on my computer. My girlfriend found it and wanted to know why I had it. She didn't beleive me that it wasn't a real person.

      and of course she felt so much better when she found out what it really was...

    40. Re:examples? by sindarin2001 · · Score: 1

      Exactly!! It boils down to the animators ability to actively notice miniscule muscle movement. I don't really believe that technology is the limiting factor, but the limited amount of concious human perception of motion. I strongly believe that if we knew everything about something as simple as a smile, we could totally and completely create it with today's technology.

    41. Re:examples? by kharchenko · · Score: 1

      Or how about this

    42. Re:examples? by visgoth · · Score: 4, Funny
      Yes, that's rather... interesting. However, on further reflection, there is a valid technical reason for why he's missing his, err... attributes. The guy is never shown nude in the sequence he appears in. I'm betting that if the model of the asian girl was shot from a low angle, she's be missing her genitals as well. I'm not sure why any time was invested in modeling and texturing the nipples on her though, considering they're never seen either.

      Bah, fuck it. We all know the real reason... guys don't like looking at other guy's wee-wees so the sculptor conveniently ommited it.

      --
      My patience is infinite, my time is not.
    43. Re:examples? by Anonymous Coward · · Score: 0

      A girl getting upset over you having scantily-clothed pictures of other girls...and you're surprised?

      Have you ever actually *had* a girlfriend?

    44. Re:examples? by dasmegabyte · · Score: 2, Insightful

      I'm fucking married, AC. And I wouldn't have GOT married to anybody who was so insecure with her own body that I couldn't look at a picture of another girl without upsetting her sense of self.

      Fidelity is one thing...but any girl who expects you to close your eyes to beauty is a succubus to be abandoned as soon as possible.

      --
      Hey freaks: now you're ju
    45. Re:examples? by MenTaLguY · · Score: 1

      Actually, as long as they didn't do anything _too_ crazy, I think the digital doubles worked.

      There are a lot of long shots were they were doing more plausible things and you probably never noticed. For example, ALL the long shots in the Bridge of Khazad Dum scene in FotR were digital doubles. Particiularly the overhead shots where they were running down the stairs/across the bridge.

      (Actually, the closeup shot where they had the real actors riding the falling stair section looked more fake, IMO)

      --

      DNA just wants to be free...
    46. Re:examples? by Peganthyrus · · Score: 2, Interesting

      Did you actually watch the movie, or just collect the promo images? That movie was a perfect example of the 'Uncanny Valley' i action; the modelling and rendering was wonderful, but the animation was shit. It was mostly raw motion capture. The characters didn't breathe, they flailed their hands around stiffly like balls of meat at the end of their arms; they were moving corpses. Watching that full-screen kiss closeup was really horrible - though that one actually had careful facial animation, my brain was thoroughly convinced I was watching corpses, not people, by that time.

      --
      egypt urnash minimal art.
    47. Re:examples? by belloc · · Score: 3, Insightful

      Wasn't there some US law that was being considered about sexually explicit rendered pictures depicting children? Will there be laws that forbid you from drawing certain scenes? That would be weird, but we're living in weird times.

      I hope you're not implying that we're "living in weird times" because our society doesn't think it's a good idea to depict sex with children, because that's how it sounds in the context of your message. In terms of these sorts of things (unconventional sexual behaviour) we're living in the most permissive western society in dozens of generations.

      A hundred years ago, if you thought it might be fun to depict sex with children, people wouldn't have done anything quite as nice as to take away your working materials and send you away for a few months or years. You probably wouldn't have even made it to someplace quite as comfy as a court of law. There probably would have been a mob of people at your front door knocking each other over to be the one that got to string you up by your genitals in the town square.

      Yes, we may feel that the government (or whoever) is watching us more closely in the past few years than it had in recent memory, but let's not blow things out of proportion, or forget what things were like in the past.

      Belloc

      --
      I got more rhymes than Jamaica got Mangoes.
    48. Re:examples? by KMonk · · Score: 1

      figments of your imagination get to look however you want them to...

    49. Re:examples? by sackeri · · Score: 1

      Yeah, I was thinking the same thing about Freud. The uncanny effect is brought out, as our brains find it harder to distinguish between objects that are animate, and those that are alive. Why that brings out feelings of erieness, I'm not entirely sure. But essentially our brain maintain a sense of comfort as it builds a map of familiar reality. When you start going off that map, the feeling of uncanniness increases.

      Here's a good link to Freud's writing about it: http://social.chass.ncsu.edu/wyrick/debclass/uncan .htm

    50. Re:examples? by MajroMax · · Score: 1
      A hundred years ago, if you thought it might be fun to depict sex with children, people wouldn't have done anything quite as nice as to take away your working materials and send you away for a few months or years. You probably wouldn't have even made it to someplace quite as comfy as a court of law. There probably would have been a mob of people at your front door knocking each other over to be the one that got to string you up by your genitals in the town square.

      If you're a peasant, maybe. As a noble, or gentleman, these things were depicted somewhat freely, albeit with a bit of shame attached. I quote:

      Book Description
      Lewd, bawdy, and sensual, this cult classic is a collection of Victorian erotica that circulated in an underground magazine known as The Pearl from July 1879 to December 1880. Now dusted off and totally uncensored, the journal of voluptuous reading that titillated the eminent Victorians is reprinted in its entirety.
      --
      "Evil company X is threatening to restrict our rights! Let's all get together to stop--OOOH! SHINEY!!!" -- AC
    51. Re:examples? by Anonymous Coward · · Score: 0

      dasmegabyte, i hate you. you're a fucktard, but worse, you're actually proud of it.

    52. Re:examples? by Anonymous Coward · · Score: 0

      Yes, because we all know that regardless of what you may currently be doing, if you have an "in" with a woman, she's available for shagging. Grow up, man.

    53. Re:examples? by egomaniac · · Score: 1

      I'm betting that if the model of the asian girl was shot from a low angle, she's be missing her genitals as well.

      Well, you can clearly see her labia in one of the shots, so there goes that theory.

      --
      ZFS: because love is never having to say fsck
    54. Re:examples? by commodoresloat · · Score: 1

      I guess you've never heard of Shakespeare. Or Lewis Carroll. Sex with and between children has always been part of literary tradition. And in fact it was much more common for children to marry and otherwise be seen as adults sexually in the past than it is today. That isn't to say that what we today consider "child porn" would have been legal then; only that the broader category of "depictions of sex with children" (imaginative depictions, not photographs) -- from Plato's Phaedrus to American Beauty -- is only today being targeted by legislation.

    55. Re:examples? by dasmegabyte · · Score: 1

      A great man once said, "I yam what I yam."

      That great man was Popeye. He didn't feel the need to post anonymously. And neither do I.

      --
      Hey freaks: now you're ju
    56. Re:examples? by Dr.+Spork · · Score: 1
      I'm sorry, have you never read Plato on sex with young boys? BTW, he made a big comeback at the end of the 19th century.

      What could possibly be your point in saying that people once disapproved of depicting sex with children (leaving aside that you're factually wrong)? Is it that we should be greatful for our leaders just because they're less bad than some of their predecessors long ago? Yes, we once gassed Jews in Germany, vivisected atheists in Spain, burned witches and used Christians for cat food. I like to think we can meet a higher moral standard now. Just because certain things were once punished doesn't mean they were, or are, wrong. So the relevance of what you wrote is totally puzzling to me.

    57. Re:examples? by Anonymous Coward · · Score: 0

      Thank you for being the most entertaining poster on this thread. (Says a lot, that putting down a young teenaged guy is as good as it gets, but oh well...)

    58. Re:examples? by Anonymous Coward · · Score: 0

      or this

    59. Re:examples? by funnellpd · · Score: 1

      An even better example IMO here.

    60. Re:examples? by ErikZ · · Score: 1

      So, like, what? You built an android or something?

      --
      Democrats or Republicans. They are both taking us to the same place and they are not afraid of us anymore.
    61. Re:examples? by psoriac · · Score: 1

      As has often been mentioned by computer animators, renders of old people are much easier to make realistic than young people. This is due to all the blemishes (wrinkles, liver spots, speckled grey hair) that we associate with aging. Apparently the eye is drawn to the details and we pay less attention to the face as a whole, which makes the overall effect much more realistic and believable.

      --
      I browse Slashdot at +3, Funny
    62. Re:examples? by Anonymous Coward · · Score: 0

      Go ahead and check it out here. Looks pretty realistic but it's just fancy CG. Really.

    63. Re:examples? by Anonymous Coward · · Score: 0
      The miss digital world contest is a good example of creepiness


      gallery



      Yet it is also has some good examples of how close to overcoming the creepiness factor
      eg


      bikini



      or for a real hi res - at the artists site


      soulpix.de



      And for the obligatory rendered nipple shot from a female torso:

      torso

    64. Re:examples? by belloc · · Score: 1

      I'm sorry, have you never read Plato on sex with young boys? BTW, he made a big comeback at the end of the 19th century.

      Yes, in fact I teach Plato to college students. But he didn't make a big comeback in Victorian England because of his (strikingly sporadic) depictions of sex with boys, but rather because of his extraordinary insight into the truth of things. But notice in my post that I was talking about the past "dozens of generations", fully recognizing that this is not the first time in human history that aberrant sexual behavior has crept more towards the norm. And before you jump all over "aberrant", by that word I simply mean, without moral judgement, sexual behavior that deviates from that for the propagation of the species.

      What could possibly be your point in saying that people once disapproved of depicting sex with children...

      Simply this, and not much more: there seems to be an over-heightened sense that we're being "watched" these days because of post-attack terror-related legislation. Without trying to diminish the truth of that (there certainly is more watching going on than there was ten years ago), I wanted to point out that we were "watched" much more closely in generations past (sometimes by government (you pointed out the Nazis), sometimes by peers in society (you pointed out the witch trials)) than we are now, but particularly with regard to sexual activity.

      These days, you're much more likely to show up on some government scan for buying a gun or some potentially explosive chemicals than you are for (for example) open homosexual activity. That would have been just the reverse in the past. That's my main point.

      I like to think we can meet a higher moral standard now.

      I wonder why? (I'm not asking rhetorically, I'm really interested in the answer.) Is it because right moral awareness necessarily correlates with the passage of time for some reason? Is there something about the mere advancement of years that makes you think that we ought to be better at judging in matters of morals than we were? Sure, there are lots of things we're better at, particularly in the realm of judging treatments of groups of people (no more legalized racial slavery in the US, for an obvious and well-worn example), but the case can be made that we're poorer judges of the good in many cases today than we were in the past.

      So the relevance of what you wrote is totally puzzling to me.

      I hope it's less so now. Please note that I wasn't criticizing you as much as pointing out that I tend to notice on slashdot especially (and in other similar forums) a certain unrealistic sense of paranoia about these sorts of things, especially in comparison with the past generations.

      Belloc

      --
      I got more rhymes than Jamaica got Mangoes.
  8. Realistic Human Graphics? by illumina+us · · Score: 5, Interesting

    If you are refering to games such as UT2k3/UT2k4, Doom III, Deus Ex: Invisible War, etc. I am wondering what you are referring to as realistic human graphics? Since when did human skin look like it was gone over with mop and glo a few times? All new video game engines for some reason or another want to make evey damn thing in the game shiny!

    --
    -illumina+us "I put on my robe and wizard hat..."
  9. Here's another take on Dr. Mori's paper... by tcopeland · · Score: 4, Interesting

    ...right here .

    There's a bit in there about how Aesop's fables are more effective because he used animals rather than people for his characters... interesting stuff.

    1. Re:Here's another take on Dr. Mori's paper... by tcopeland · · Score: 1

      Er, I should be more clear. The link in the parent post is also contained in the original Slashdot article; just wanted to bring it to the forefront....

  10. Creepy? by Pan+T.+Hose · · Score: 1

    Realistic human graphics? You mean pornography?

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
    1. Re:Creepy? by EvilTwinSkippy · · Score: 1
      Computer porn is anything but.

      Yes, they can produce photo quality bikini girls, and infinite combinations of sex partners. What they can't produce is the mess. Humans secrete, sweat, secrete, and ejaculate all sorts of fluids, generally producing a mess at the end.

      Computers can't create messes on their own. Sloppiness is a labor intensive job for a CG artists to make look convincing.

      People are also covered with blemishes, scars, and hair. Using a texture you might be able to fool the eye from far away, but up close computers can't produce a sufficient level of detail. And in porn the camera zooms into some pretty explicit areas.

      Yes some artists can fill in the right level of detail for stills. The problem is that porn requires motion.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
  11. Virtual Valerie? by Tree131 · · Score: 1

    I think the reverse would be true of the porn games. The more realistic it is, the better....
    I've stopped playing games a few years ago, so this is just a hypothetical opinion.

    1. Re:Virtual Valerie? by squiggleslash · · Score: 1
      Depends on what you're into.

      I think one of the concerns is that the more lifelike something is, the more you expect it to act on every level like a human. So when it doesn't, you immediately have concern that something's seriously wrong.

      As a basic example, think of a corpse. The eyes are open but it's not blinking, not breathing, it's off-colour, etc. It's entirely realistic (yes, I know a corpse is real, but I mean real as in "resembling a human"), but it's already creepy because of the minor differences between normality and actuality.

      Now imagine the corpse physically gets up and starts walking around. It's just become even more "life-like" but it's going to have most of us running from the room, and those left are hardly going to feel comfortable.

      Do you really want a pr0n game with this kind of problem?

      --
      You are not alone. This is not normal. None of this is normal.
    2. Re:Virtual Valerie? by Tree131 · · Score: 1

      I think in a pr()n game the user will concentrate on other "features" while moving the mouse/joystick back and forth... :)

  12. here are the pictures by Anonymous Coward · · Score: 5, Funny
    scary pictures in case of slashdot effect

    :-)
    :-|
    :-(

    1. Re:here are the pictures by Jugalator · · Score: 1

      Hehe... You must be a true geek to find smileys like yours to be the most humanlike (hence scary, according to the article) faces you see daily!

      --
      Beware: In C++, your friends can see your privates!
  13. That'd explain... by Anonymous Coward · · Score: 2, Interesting

    This would explain the success Japanese-style anime has. People complain about how the characters have no nose or unrealistic eyes, but it's all symbolic anyways.
    Look at the South Park show! The characters are like 3 inches tall, but people watch it for the slapstick humor and such.

    1. Re:That'd explain... by Conspiracy_Of_Doves · · Score: 4, Informative

      South Park is animated by scanning cardboard cutouts into a computer and manipulating them there. Thing is, the cutouts that get scanned ARE life size. 4 to 6 feet tall. It's probably easier to put small details in that way.

      I believe the first episode of South Park was made by filming actual peices of paper in front of a camera. If you look closely, you can see the shadow underneath where the edge of the paper curls up. I'm not sure at what point they switched over to computer animation. Either it happened fairly quickly, or Matt and Trey figured out that they can get rid of the shadows by putting a sheet of glass over the scene. :)

    2. Re:That'd explain... by Anonymous Coward · · Score: 0

      They switched to computer animation for the second episode and on (or after the pilot "Cartman Gets An Anal Probe" was approved). They realized that using cardboard cut-outs was a pain in the ass.

    3. Re:That'd explain... by asavage · · Score: 2, Informative

      Actually I think only the pilot (and the christmas special that started it all) were done with paper. It just took way too long to sit there and make animation by slowly moving paper figures.

    4. Re:That'd explain... by mrchaotica · · Score: 1

      All animation except for computer animation (I don't know, maybe even that too) is that tedious - would you rather slowly move bits of paper, or redraw the scene by hand?

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    5. Re:That'd explain... by Anonymous Coward · · Score: 0

      Thing is, the cutouts that get scanned ARE life size. 4 to 6 feet tall. It's probably easier to put small details in that way.

      I'm thinking that the original poster was going for +1 Funny, as it's a bit expensive to afford a scanner that can contain a cutout 4-6 feet tall...

  14. Reminds me of another article by Anonymous Coward · · Score: 5, Interesting

    Also from Slate, about high-definition TV being bad for porn, because it's just too clear. Everything looks better in porn when it's a bit blurry.

    1. Re:Reminds me of another article by TheLoneCabbage · · Score: 5, Funny


      This has got to be the first time in history that a new technology CANT be used for porn!

      Mod this up, this is brilliant!

    2. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      They figured out a long time ago that a dab of petroleum jelly on the lens solves a ton of problems with reality.

    3. Re:Reminds me of another article by Minwee · · Score: 1

      There's always cartoon-robot porn.

    4. Re:Reminds me of another article by futuresheep · · Score: 2, Insightful

      He obviously hadn't seen HD porn before writing that article. HD is porn the way it was meant to be seen I tell you what! Night Calls on Playboy HD is the best thing since, well, porn on VHS!

    5. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      This has got to be the first time in history that a new technology CANT be used for porn!

      HDTV is doomed. If it can't be used for porn, nobody will want it.

    6. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      I assume you refer to stuff like fanart hentai of popular shows that have robot maids and such? (examples include: Mahoro from Mahoromatic, Mare from Popotan, Multi and Serio from To Heart, obviously the various persocons from Chobits and so on......)

    7. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      it's still ok for porn from anywhere else than from the vivid "everything is shiny perfect" studios.

      -

    8. Re:Reminds me of another article by rwyoder · · Score: 1

      "This has got to be the first time in history that a new technology CANT be used for porn!" Now wait a minute! The article discusses problems with realistic *faces*. Who the hell is focusing on faces while watching porn?

    9. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      I disagree with the premise. One thing that I enjoy in internet based porn images that I never noticed in print is the opportunity for extreme detail. Yes you might see blemishes or whatnot, but I find the ability to see the texture in the skin, or the minor flaws in the face to be a turn on since it makes the whole experience seem more real. Airbrushed perfection gets kind of old in a hurry. I suspect the adult industry will have to adapt a bit, but in the long run this too will benefit them. They also have the advantage of no real acting necessary so recruiting new faces doesn't mean having to worry about talent.

    10. Re:Reminds me of another article by Anonymous Coward · · Score: 0
      How to make your pr0n look slightly blurry (if you're into that sort of thing) with ImageMagick tools:
      for i in *.jpg ;
      do
      convert -quality 100 -blur 30x30 "$i" "blur_$i" ;
      convert -quality 100 -level 0%,1.0,70% "blur_$i" "blur_$i" ;
      convert -quality 100 -modulate 100,140,100 "blur_$i" "blur_$i" ;
      composite -quality 89 -dissolve 50 "blur_$i" "$i" "retouched_$i" ;
      rm "blur_$i" ;
      echo "$i" ;
      done
      It makes it look a lot nicer IMHO. I like my pr0n 'dreamy'. :-)
    11. Re:Reminds me of another article by Quikah · · Score: 1

      This guy is clueless. SurferPicture had some HD WMV samples, not sure now and link is not work safe so I can't check. They look great.

      --
      Q.
    12. Re:Reminds me of another article by Anonymous Coward · · Score: 0

      Old news. Soft focus has been a trick of the trade for decades.

  15. Tux Racer by Anonymous Coward · · Score: 2, Funny

    What does this mean for tux-racer? Will hardcore linux advocates be freaked out by his penguin-like qualities?

  16. Robot people by mikael · · Score: 1

    I had a look at the paper, and noticed they didn't include those robot impersonators, which were the really in-thing back in the late 80's/early 90's.

    I wonder where which side of the valley the mimes would be placed?

    --
    Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
    1. Re:Robot people by fdiskne1 · · Score: 1

      I wonder if this is why so many people consider clowns creepy. I have never thought clowns were funny. They always creeped me out, even when I was a kid.

      --
      But why is the rum gone?
    2. Re:Robot people by Squid · · Score: 1

      The question isn't why people find clowns creepy. The question is how they can still be so popular as "amusement" despite how many people find them creepy. Is it like disco, some kind of social lie where everyone pretends to like it even though they don't?

    3. Re:Robot people by StalinsNotDead · · Score: 1

      the bottom, right under walking corpse

      --
      Thanks to the internet, we can now all die alone together! -SomeWoman
    4. Re:Robot people by mikael · · Score: 1

      wonder if this is why so many people consider clowns creepy.

      I think it depends on how much face make-up they are wearing. I've always found clowns with full white make-up (eg. Ronald Mcdonald) more unsettling than clowns with partial makeup. The red nose, rainbow hair, baggy trousers didn't bother me.

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  17. Similar Story on Discovery Channel by Sir+dies+alot · · Score: 2, Interesting

    Just thought I'd point out that the Discovery Channel has done a story on this in the past, specifically when referring to robot appearance. There is an actual graph of how realistic the face is vs the attitude people take towards it. Though I can't seem to find the link, if I remember correctly it rises steadily until a little bit past "75% realistic", at which point it drops to next to nothing until about "97% realistic" in which it rises back to the top. If someone could find a link to this, that would be great. It may also have appeared sometime on TechTV.

    --
    The stupidity of your average American is just about the same as the average European, we simply show it off better.
  18. I thought the same by TheRealMindChild · · Score: 2, Interesting

    Recently, Ive thought the same thing. I think it ultimately has to do with how they get thier models. A lot of people dont actually realize that these charactors arent just made up from scratch, throwing together millions of polygons, but rather, they take the subject and put them in a precision 3d scanning device which constructs the model for them. At that point, the facial expressions are largely left up to the development team to take care of, and thats where it all falls apart.

    This might seem a bit bizaar, but disney's anamatronics, while always looked fake, had UNCANNY mouth movements and facial expressions. They were so on par, to this day I am still amazed... and wonder why no one else can get that close.

    --

    "When life gives you lemons, don't make lemonade. Make life take the lemons back!" -- Cave Johnson
    1. Re:I thought the same by Anonymous Coward · · Score: 0
      "This might seem a bit bizaar, but disney's anamatronics, while always looked fake, had UNCANNY mouth movements and facial expressions. They were so on par, to this day I am still amazed... and wonder why no one else can get that close."

      On that note, at Disneyland they have a show called great moments with Mr. Lincoln. There's an animatronic Lincoln on the stage, at sitting about 15 feet away from it the movements are very fluid and lifelike. He even sits and stands in a lifelike manner. Very impressive.

  19. True of physics engines as well by saddino · · Score: 3, Interesting

    I've read in a number of places that game developers have discovered that the more "real" the physics engine, the less "fun" a game feels. Of course, for simulations, you do want accuracy. But for other games, you want "just the right amount" of realism to envelop the user in a believable environment, but not so much so that it mimics the somewhat boring constraints of real-life.

    1. Re:True of physics engines as well by Short+Circuit · · Score: 2, Interesting

      I wanted to put rudimentary FEA in the Quake engine...imagine causing the opposing team's fort to collapse.

      Unfortunately, I lacked the programming skills--and still lack the mathematics skills--to do it.

    2. Re:True of physics engines as well by kcornia · · Score: 2, Interesting

      Yeah, as a Links 2003 player (golf sim), if their physics made my game in Links as bad as my game on the real golf course, I'd be PISSED!

    3. Re:True of physics engines as well by Shajenko42 · · Score: 1

      Reminds me of GURPS cinematic rules. Since real people can't take several punches or kicks and keep going, you can bend the rules for heros a bit if you want.

    4. Re:True of physics engines as well by Lord_Dweomer · · Score: 1
      On the other hand, when input technology advances significantly (I'm talking true immersive virtual reality with tactile feedback), just think of how useful it would be to be able to practice something in a simulator and be able to improve your real life skills by doing it.

      You can already do that now with flight sims and driving sims etc, but certain things just can't used like that because the input device technology is not sufficient.

      --
      Buy Steampunk Clothing Online!
    5. Re:True of physics engines as well by cOdEgUru · · Score: 1

      You must be talking about Tresspasser, a phenomenally screwed up game which boasted of its realistic and powerful physics engine, but ended up as a frustrating exercise in futility for everyone who tried to play it.

      Simple functions such as picking up an item took minutes instead of seconds and required careful manouvering using your hand!!!! Also most of the puzzles were about stacking boxes on top of one another and halfway through you were bound to push one over and you had to start all over again (since all of them will topple down as well thanks to the "realistic" physics engine). In the end you wanted to feed the entire game development team to the raptors, only if you could find one, since they were darn rare. Also you would only come across them one by one (even though they were pack hunters).

      Anyway I had a ceremonial burning of "Tresspasser" the very next day and I had played probably half an hour of it and only then did I come across this little gem of a review from Gamespot.

      "Trespasser is the most frustrating game I have ever played. Of all the games I have ever reviewed, this one has been the most disappointing. Of all the games I have played, this is the one I am most adamant about never wanting to play again. I don't want to sound mean-spirited, but all gamers should know that Trespasser is a frustrating game, filled with boring gameplay and annoying bugs. It is not fun. It is monotonous and tedious to the point of nausea."

      Surprisingly if you scroll down on the review, you would see another person (other than me) who bought the game and chose to review it with a rating of 7 which leads me to believe that it were the head of "Dreamworks" or Mr.Hammond!

    6. Re:True of physics engines as well by Anonymous Coward · · Score: 0

      > I've read in a number of places that game developers have discovered that the more "real" the physics engine, the less "fun" a game feels

      Hear. Quake 2 had realistic radiosity lighting... and gamers hated it. "All the shadows are fuzzy!" they'd cry. Yep, just like they are in real life when you have more than a pinpoint light source. The running was at a more realistic speed, and people complained about sluggishness.

      So quake3 abandoned all realism and focused on the game aspects instead. You run faster than ever, shadows are crisp, colors are vivid. And it's a great game for it, it has a sort of action comic book feel to it.

    7. Re:True of physics engines as well by Moofie · · Score: 1

      Yeah, I disagree with all those game developers.

      Real life is fun. Real life has real physics. Therefore, realistic physics can be fun. QED. Sports fans seem to be willing to spend ridiculous sums of money on games that are constrained by your "boring" constraints, so I think your argument is wrong on its face.

      Now, there may well be an "uncanny valley" of physics, where unrealistic physics are more "fun" than pretty-close but not-quite realistic physics. But that just says to me that the game designers need to think really hard about this stuff.

      --
      Why yes, I AM a rocket scientist!
    8. Re:True of physics engines as well by Dr.+Spork · · Score: 1

      Games don't need realistic physics engines - just consistent and psychologically predictable ones. Or, you can begin with realism and then tweak some parameters. For example, you can increase the strength of a human-looking arm far past that of human limitations, but then it would act simply as a super-strong arm in an ordinary-world-physics engine. In the game fiction you can make human skin much tougher than it actually is, and human organs much more resistant to damage, but apart from this not depart from real-world physics, specifically in matters of conservation of momentum and energy. I think this is how to make game physics look really cool.

    9. Re:True of physics engines as well by Majik+Sznak · · Score: 1

      I actually went through and finished that game. If they weren't so obsessed with the technology, it would have been brilliant. It had pretty good level design as I recall.

      The fact that you had to explicitly control and position your one functioning arm was pretty annoying. If it had been an option that you could use to your advantage rather than a crippling requirement it would have been great. It was also really strange being able to "use" one arm but not the other. I think they made some lame excuse that your other arm was broken or something. That's certainly what it felt like.

      The engine was a disaster too... An attempt to create a rendering engine that supports great distances by rendering distant objects to a sprite and using the sprite until you had moved n degrees radially from it. Unfortunately, "distant" meant "about 30 feet away," so you were basically playing DOOM at greater than 30 feet...

      Also, it's manoeuvering

      --
      Karma: Chameleon (Mostly affected by the 1980s)
    10. Re:True of physics engines as well by Hogwash+McFly · · Score: 1

      Yeah gravity is so boring! Let's not forget about the laws of thermo dynamics, what a snoozer! How boring it is to shoot an arrow into a upturned char's leg in Thief:DS and watch it spin and tumble off the table onto the ground. And rolling a barell down a flight of stairs? Come on, how dull is that? Rag doll physics? Nah, I'd rather dead bodies just levitate horizontally with only their toes touching a step and half disappear into walls. How boring it is in all these games that are so life like. Seeing bodies collapse and bones break and crumble just really breaks my suspension of disbelief. I remember the good old days of mario when a projectile would defy the laws of physics and carry on a straight path indefinitely. I think they should bring this back for the first person shooter genre.

      --
      Mother, do you think they'll like this sig?
    11. Re:True of physics engines as well by cOdEgUru · · Score: 1

      I knew I had a typo there, but I was eating at my desk and I was too lazy to spell check :) or google

    12. Re:True of physics engines as well by mrchaotica · · Score: 1

      The funny thing is, that (especially the fast running) is why I prefer the Half-Life engine games to Quake 3.

      --

      "[Regarding the 'cloud,'] ownership was what made America different than Russia." -- Woz

    13. Re:True of physics engines as well by WNight · · Score: 1

      I like how GURPS does that. They've got a spectrum of rules, from trivial ones to decide the fate of thousands to hex maps and detailed step-by-step combat. They try to make the overall outcome about the same, which allows you to run most of the game quickly and yet give more detail to specific parts.

      I often run both types of rules simultaneously. Let one player mark off their movement step by step and strategically try to disarm an opponent or gain a slight advantage through a series of complex feints and maneuver the enemy into bad footing, and let the other people roll a simple to-hit and damage roll.

      I wish more games would do this. Let me play in 'arcade' mode for just general goofing around, but give me a more detailed more for when I'm getting better and I want to do expert-level moves. In Quake-type games there're usually two types of floors, ice and everything else. How about giving all the different surfaces different characteristics, from friction to noise-level? Let some bullets ricochet, allowing some level of indirect fire. But turn turn this off (for me and the bad guys) from beginner mode.

      Driving games and flight sims do this, but it hasn't reached the majority. I'd love to see a game like Civ but where the battles could be resolved in either a Risk-like system of simple rolls, or a hex-based elaborate man-by-man system, and let me choose for each battle.

  20. Americas Army by Zelet · · Score: 4, Interesting

    The developers have changed Americas Army recently to include realistic "death drops." It is actually VERY creapy to watch someone shot in the head snap back and collapse and then roll down a hill. It really makes you not want to play anymore.

    --
    ...And when they came for me, there was no one left to speak out for me." - Martin Niemoeller (1892-1984)
    1. Re:Americas Army by Anonymous Coward · · Score: 0

      If you dont like it don't play it.

    2. Re:Americas Army by Daniel+Dvorkin · · Score: 5, Interesting

      Since America's Army is supposed to be at least partly a recruiting and pre-training tool, as a former medic, I say: GOOD. Anyone who wants a realistic combat experience in a video game ... should get exactly that.

      --
      The correlation between ignorance of statistics and using "correlation is not causation" as an argument is close to 1.
    3. Re:Americas Army by Hiro+Antagonist · · Score: 1

      Speak for yourself! *grin*

      --

      --
      I Hit the Karma Cap, and All I Got Was This Lousy .sig.
    4. Re:Americas Army by Tuvai · · Score: 2, Insightful

      When games finally cross the final borders into photorealism, it will become interesting to gauge the publics reaction to games that become truly realistic in their depiction of violence and death.
      Americas Army will get away with this under the banner of the "fight for americas omnipotent and brave armed forces and kill a few towelheads" banner. But when the next generation Grand Theft Autos and Manhunts allow the gamer a criminal/malevolent experience that is hard to differentiate from reality, will it merely be an act of harmless escapism, or something entirely more desensitising?
      It would only take one high-profile school shooting or kidnap/murder/suicide to get the tabloid media attacking the games industry with a ferocity unseen since the days of the staggeringly shit Mortal Kombat.

    5. Re:Americas Army by Anonymous Coward · · Score: 3, Funny

      I had the same feeling when playing "The Legend of Zelda: Ocarina of Time". I just could never have the heart to empty a jar containing a goldfish onto the ground - it would just flop about helplessly - putting it back in a pond was the only thing I could do.

    6. Re:Americas Army by Dun+Malg · · Score: 5, Insightful
      The developers have changed Americas Army recently to include realistic "death drops." It is actually VERY creapy to watch someone shot in the head snap back and collapse and then roll down a hill. It really makes you not want to play anymore.

      That's one thing I've always liked about America's Army. The developers are constantly pushing to move the game towards realism. It keeps away the "haha! you sux0rz, you n00b!" bunnyhopping jerkweeds you find in games like CounterStrike. Usually I can't play for more than about 45 minutes before I need to go do something else less stressful. This is as it should be because, ultimately, what they're simulating isn't a game. I think it's been an instructive tool for showing some of these kids that it isn't like it is in movies.

      --
      If a job's not worth doing, it's not worth doing right.
    7. Re:Americas Army by Anonymous Coward · · Score: 0
      If you dont like it don't play it.
      Don't bother us with your "logic" AC...
    8. Re:Americas Army by Patik · · Score: 1
      The developers have changed Americas Army recently to include realistic "death drops." It is actually VERY creapy to watch someone shot in the head snap back and collapse and then roll down a hill. It really makes you not want to play anymore.
      Actually, you made me want to go and download it.
    9. Re:Americas Army by Kallahar · · Score: 1

      However as a recruiting tool, you'd think they'd want to focus on the "fun" aspects of war, like building things, teamwork, driving big vehicles around, blowing things up. If they can cause post traumatic stress syndrome via a video game it probably won't help to recruit anyone except those with a death fetish.

    10. Re:Americas Army by Hiro+Antagonist · · Score: 4, Interesting

      I wish I had mod points, because you're only at +4. One of the biggest thing that pisses me off when I'm sparring or playing paintball with some of these dumb-ass kids (yes, even at 23, they're still kids), is that they have no idea how a realistic combat situation works.

      Seriously. Take your average paintball geek, and tell them that they have a half-hopper to last them the entire game...let's say fifteen minutes worth. Likewise, take your average frat-boy toughguy, and see how well they do against an amateur, junior-grade boxer who is two weight classes below them. In either case, they will likely get pounded.

      Kids who have grown up on movie combat seem to think that bullets rarely strike, and that you can take kicks to the head with no ill effects as long as you know Kung Fu, and it just doesn't work that way; getting shot hurts. A lot. Yes, I know by experience, and that's just because I was an idiot[1] at the time, not because someone wanted me dead. Getting punched hurts. A lot. One good solid right cross to the jaw, and it's lights out.

      Okay. I'm done now.

      [1] Richochet from a .22 I was plinking around with as a kid. Taught me a good lesson about setting up proper backing for a target, as well as a hell of a lot more respect for firearms. Especially because it narrowly missed both my left femoral artery and a nearby testicle.

      --

      --
      I Hit the Karma Cap, and All I Got Was This Lousy .sig.
    11. Re:Americas Army by Dread_ed · · Score: 1

      Case in point: Jump on a Quake server with me (2,3, and many of the mods for these) and I will hand you your ass in a matter of seconds ...HOWEVER...

      I tried playing AA this week for the first time. Even after doing all the in game training it took me almost 10 games to get my first kill. Even then I think it was someone just as inexperienced as I was. Talk about a humbling experience.

      Now I vacilate between trying to tuff it out and learn the skills for AA (the chasecams help alot) and dragging my bullet ridden ass back to the Quake servers and trying to recover some of my shattered ego by popping off a few opponents with well placed rail shots while flying through the air at the end of a grapling hook.

      --
      When the only tool you have is a claw hammer every problem starts to look like the back of someone's skull.
    12. Re:Americas Army by kalidasa · · Score: 1

      No, they don't want to focus on the "fun" aspects. Just as you don't want trigger-happy psychotics in your army, you also don't want folks who think that the Army is just a pinic. A simulation like that would weed out the picnickers; watching someone play a sim like that would help weed out the psychotics.

    13. Re:Americas Army by EvilTwinSkippy · · Score: 4, Informative
      What folks also don't appreciate is the fact that in war, you can be dead without even hearing the shot that killed you. Effective range on an assault rifle is about a hundred yards. Snipers can pick you from several hundred yards. Most bullets travel faster than sound.

      Helicopter gunships, artillery, cruise missiles, and aerial bombardments that can take you out miles away. Generally, if you see the enemy, it had better be through a gun sight, because if not you are already in his.

      Movies show close-in combat because it looks exciting and fills the field of view. Real combat is fought from in between cover, or at night.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    14. Re:Americas Army by Kallahar · · Score: 1

      True for the soldiers, but they still need cooks and janitors :) Take away the psycho's guns and give them a potato.

    15. Re:Americas Army by StalinsNotDead · · Score: 2, Funny

      Take away the psycho's guns and give them a potato.

      Never underestimate the hazards of a determined psychotic armed with a potato.

      --
      Thanks to the internet, we can now all die alone together! -SomeWoman
    16. Re:Americas Army by linzeal · · Score: 1

      My grandpa used to be a cook in the army during World War II and he had people practically risking their lives to make sure he lived because they did not want someone 'elected' to be a cook. I say it is a pretty sweet position.

    17. Re:Americas Army by Dr.+Evil · · Score: 3, Insightful

      The realism for me would be me sitting in the bushes thinking "Why can't we all just get along? This is so stupid, I'm going to be sent out to kill some guy because he's been sent out to kill me because somebody's F*ed up ideologies dictate that somebody else's F*ed up ideologies are F*ed up!"

      Realistic? I've never played the game, but isn't the objective of most combat to not have a fair fight? In games, an unfair fight generally isn't fun.

      Overwhelm your opponent, demoralize your opponent, and never, so to speak, put their back against the wall... you don't want to fight people who think/know they are fighting for their lives. Treat your enemy prisoners fairly and your enemy combatants will be making a daily decision as to whether or not to follow their leader. Of course your friendly combatants are making the same decision daily...

      The objective of war is to change your opponent's mind.

    18. Re:Americas Army by Crouching+Turbo · · Score: 1

      Good comment, many good points. I think this is what made Enemy at the Gates a good movie...

    19. Re:Americas Army by ChaoticLimbs · · Score: 1

      In reality, though, most wars are not so much fought for idealogical reasons as you might think. War is simply law enforcement on the large scale. Since men cannot live in an anarchic society, leaders of men must also live to international standards. War is fought to enforce this, or to steal territory, or resources. In the 1930s, the Japanese realized that their population was exploding, and their resources were insufficient to grant them any quality of life. To gain resources, they invaded China. It wasn't because they were evil, it was because they were desperate for iron, coal, and petroleum. Wars between fascist dictators are generally fought for the commodity of pride and appearance. These "cult of personality" types see their own image as their nation's most valuable commodity, and will invade their neighbors, etc. to save face. Take that however you choose.

    20. Re:Americas Army by Anonymous Coward · · Score: 0

      Generally, if you see the enemy, it had better be through a gun sight, because if not you are already in his.

      Which is why you'll hear the phrase:

      If you can see it, you can kill it.

    21. Re:Americas Army by Dun+Malg · · Score: 1
      True for the soldiers, but they still need cooks and janitors :) Take away the psycho's guns and give them a potato.

      The army doesn't work that way. Everyone is trained to be a soldier to some minimum degree (if you're in the Finance Corps, that tends to be a very minimum degree). Besides, do you really think a psycho would be a good cook? A good janitor? Better to send the psychos home to their mommies so they can play paintball and counterstrike and tell their friends that the army sent them home to be "civilian special forces" and do secret missions against terrorists occasionally on weekends*. Besides, there is no job of "janitor" in the army-- everyone is a janitor in the army (at least in the enlisted ranks).

      * True story. Well, the story itself isn't true, but I definitely heard a jackass paintball guy tell it. That one went in my file of "chairborne warrior" stories, along with the one from the guy who claimed to have been a Tank Commander, a Sniper, and an Airborne Infantryman all within the same 3-year enlistment.

      --
      If a job's not worth doing, it's not worth doing right.
    22. Re:Americas Army by Anonymous Coward · · Score: 0

      We should make the civilian leadership play it.

    23. Re:Americas Army by Anonymous Coward · · Score: 0

      The new ragdoll system is excellent. Nothing like watching your teammate go flipping backwards through a window after getting shot to make you more cautious about running out into the open. RPGs are much more violent as well - instead of collapsing from the explosion, your body gets tossed into the air, as it should be upon encountering an explosion of that force. The only thing missing is the blood pooling under your body after you get shot.

    24. Re:Americas Army by silentbozo · · Score: 1

      As someone who made the transition to AA from CounterStrike (and never looked back) here are some keys to success:

      Use your sights. Stop before shooting. If in doubt, use a grenade (unless using a grenade is going to bring a pack of opfor on you, or unless there are friendlies or civilians around the target.)

      The most important thing about AA is that kills are secondary to completing your mission objective. I've got multiple rounds without even encountering enemy soldiers, working to support my fireteam (ie, deploying smoke grenades, taking secondary objectives, covering the rear, working as a medic, spotting for snipers, observing enemy movement and reporting their deployment, etc.) Patience helps - if you can't handle waiting out rounds 6-10 min long, and you get yourself killed in the first minute, you might want to try something else.

    25. Re:Americas Army by Anonymous Coward · · Score: 0

      The realism for me would be me sitting in the bushes thinking "Why can't we all just get along? This is so stupid, I'm going to be sent out to kill some guy because he's been sent out to kill me because somebody's F*ed up ideologies dictate that somebody else's F*ed up ideologies are F*ed up!"

      That's what disc loading times are for. Wow... I never realized Sony was so progressive.

  21. In movies too by Jonny_eh · · Score: 5, Insightful

    It seems as though that 'the movies' have been in the uncanny valley for a little while. I thought that "The Hulk" was very realistic, but it was missing 'something'. I didn't care too much about that but it seems as though most people instantly pointed and said "FAKE!". It's like the 90/90 rule. "The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time". We are now in the last 10% of making realistic CGI humans, and it isn't easy!

    1. Re:In movies too by wcrowe · · Score: 2, Funny

      "The first 90% of the code accounts for the first 90% of the development time. The remaining 10% of the code accounts for the other 90% of the development time".

      Was this supposed to be a joke, or just yet another product of the stellar American education system?

      --
      Proverbs 21:19
    2. Re:In movies too by Anonymous Coward · · Score: 0


      Somebody's not a programmer.

    3. Re:In movies too by spezz · · Score: 3, Funny
      Look, developing stuff takes a long, long time.

    4. Re:In movies too by Tony+Hoyle · · Score: 1

      Was this supposed to be a joke, or just yet another product of the stellar American education system?

      Anyone who's done any software development at all will tell you about the 90/90 rule. A can assume from the response that you haven't?

    5. Re:In movies too by mandalayx · · Score: 1

      The Uncanny Valley is mentioned in This Wired Article from Jun 2002 on pg 4. It starts out with references to the Final Fantasy Movie.

    6. Re:In movies too by ErroneousBee · · Score: 1

      You can do this the other way too. Most zombie films use real actors that just dont look dead, and the Stepford Wives used the Uncanny Valley to great effect as you and the wife slowly discovered why the other women were so unsettling.

      --
      **TODO** Steal someone elses sig.
    7. Re:In movies too by Have+Blue · · Score: 1

      The major reason the Hulk didn't look realistic was because he was 12 feet tall, 6 feet wide, and green. That's somewhat outside the subject of this article, which is extremely realistic and accurate humans. FF:TSW or the Matrix series are a much better example here.

      A lot of movies have already realized this was a problem and moved further back on the realism scale, which is one reason Gollum looked like such a caricature, and why Pixar and Dreamworks don't even try to render photorealistic humans even though they obviously could if they wanted to (at least the modeling and surface appearance).

    8. Re:In movies too by Anonymous Coward · · Score: 0

      Somebody's not a programmer.

      Hang Him!

    9. Re:In movies too by wcrowe · · Score: 1

      Well, I've heard it as the first 90% of code represents 10% of the work. The other 10% of code represents 90% of the work.

      BTW, I am a coder, and the above certainly seems true.

      --
      Proverbs 21:19
    10. Re:In movies too by robin_j · · Score: 1
      Anyone who's done any software development at all will tell you about the 90/90 rule. A can assume from the response that you haven't?

      I think you missed the point of his joke, according to the original poster the development time takes 180%. The first 90% of the code takes 10% of the development time, not 90% of the development time as stated.

    11. Re:In movies too by Dr.+Zowie · · Score: 1
      The point of the 90/90 rule is that complex software development frequently takes nearly twice as long as you think it will. Even if you have a good handle on the vast majority of the things you must implement (and hence can schedule well), you will get tripped up by the remaining few items, which will swell to take as much or more time as the whole rest of the project.


      The way to avoid the 90/90 rule is to always pull a Scotty on your bosses -- keep nearly a factor-of-two time margin between what you think you can do and what you commit to.

    12. Re:In movies too by Anonymous Coward · · Score: 0

      YOU ARE DENSE.

    13. Re:In movies too by sakshale · · Score: 1
      Anyone who's done any software development at all will tell you about the 90/90 rule. A can assume from the response that you haven't?

      I think you missed the point of his joke, according to the original poster the development time takes 180%. The first 90% of the code takes 10% of the development time, not 90% of the development time as stated.
      Yeap. It normally takes about 180% of the originally scheduled time to get a project done correctly. The last 10% normally taking as long to accomplish as the first 90%...
      --
      For every problem there is a solution that is simple, obvious and wrong.
  22. What about art? by Lispy · · Score: 4, Insightful

    If this was true then I really wonder why this doesn't apply to classical art. I mean, if I visit a gallery of the great masters and look into the faces on the paintings I can really attach to it. And so can millions of people. You can see the love, the fear, the hate in these paintings. I know it is not animated but still, humans seem to be capable of creating artificial pictures of themselves. The point, as I see it, is that game developers are just particulary bad at it.

    1. Re:What about art? by lildogie · · Score: 2, Insightful

      > I really wonder why this doesn't apply to classical art...
      > The point, as I see it, is that game developers are just particulary bad at it.

      I think you hit it on the head, considering that some artists are also particularly bad at it. (And you typically won't find many paintings by bad artists in the museums. Mostly you see them in the homes of the artists.)

    2. Re:What about art? by Lispy · · Score: 1

      ROFL, yeah. You have a point there. ;-)

    3. Re:What about art? by banzai51 · · Score: 2, Insightful

      Easy. Classical art is static. The art isn't reacting to anything or moving.

    4. Re:What about art? by Joseph+Vigneau · · Score: 4, Funny

      Leonardo da Vinci had a pretty bad frame rate though: the Mona Lisa took about three years to complete, which gives .00000001FPS (1 frame / 3 years).

    5. Re:What about art? by Lispy · · Score: 1

      You can always increase the framerate yourself...

    6. Re:What about art? by JazzHarper · · Score: 1

      ...humans seem to be capable of creating artificial pictures of themselves. The point, as I see it, is that game developers are just particularly bad at it.

      I agree, but I think they can improve.

      I did RTFA and I think the author articulated a very real problem and immediately reached for the easy (and wrong) conclusion. Rather than backing away from realism and going back to cartoons, 3D modelers need to perfect their craft. The real breakthroughs will come when they rediscover what painters and sculptors knew 400 years ago. I don't think that it's impossible. They certainly shouldn't give up just when they're starting to get close, just because the intermediate results are a bit creepy.
      --

    7. Re:What about art? by arkanes · · Score: 1

      Exactly correct. Static CG art can be amazingly human as well (see some of the shots linked earlier in this article), or stills from the Final Fantasy movie. When they start moving the difficulty goes up by an order of magnitude.

    8. Re:What about art? by Jane_Dozey · · Score: 1

      Actually good art is reacting. Otherwise all pictures of people would be expressionless. Just because they arn't moving doesn't mean the artist hasn't managed to capture something is far from static. Sure, it's hard to animate the small unconcious details (such as body language) that humans (and animals for that matter) make but to say stationary art is static is wrong.

      --
      Silly rabbit
    9. Re:What about art? by mandalayx · · Score: 1

      If this was true then I really wonder why this doesn't apply to classical art. I mean, if I visit a gallery of the great masters and look into the faces on the paintings I can really attach to it. And so can millions of people. You can see the love, the fear, the hate in these paintings. I know it is not animated but still, humans seem to be capable of creating artificial pictures of themselves. The point, as I see it, is that game developers are just particulary bad at it.

      You bring up a good point. I'm reminded of a somewhat similar situation in music. It seems that the "great masters" of music (i.e. Bach, Mozart, Beethoven) really hit upon something. Does this mean that current musicians suck? Maybe. But perhaps they were just really fucking good, just like some classical artists.

      $104 million dollars good? probably not.

      Of course this begs the question of why people aren't creating "superior" {music,art,writing} today compared to the classical masters, and I want to know too.

    10. Re:What about art? by DevNova · · Score: 1

      Read this Wired article that everyone is pointing too. It should explain why,

      Simply put, animation and "too realistic" robots are unsettling because the brain senses that it is being tricked, and that trickery could endanger your survival. This feeling is apparently something that the human brain has developed over thousands of years and is a defense mechanism.

      Paintings are in no way threatening, so we can view and appreciate fine art and realistic images in that manner. But once you try to create a realistic three dimensional model, your brain's defenses kick in. How many people do you know who would never set foot in a wax museum? My wife hates those realistic wax mannequins!

      The same fear may explain such things as why some people hate clowns so much (the makeup and prosthetics "alter" the human form so it is not natural) and movies/shows where a doll/puppet/ventriloquist dummy come to life.

      We may never be able to bridge this "Uncanny Valley".

      Who knows, maybe someday this brain function may just save us from our self-created robot army.

    11. Re:What about art? by ColdWetDog · · Score: 1
      That's the whole point about great artists (noted in the article, BTW). They have a skill that allows thier brain / eyes / hand to transfer the "essence" of humanity to canvas (or whatever). Most "artists" can't do that. Which is why they're works aren't in the Louvre.

      It's a rather rare skill. Think about how many starving artists there have been since, say 1700 and how many artists are represented in the great galleries.

      Perhaps "digital art" is so new that the master hasn't been born yet. Stay tuned.

      --
      Faster! Faster! Faster would be better!
    12. Re:What about art? by 16K+Ram+Pack · · Score: 1
      Firstly, you have to consider the "filtering" that goes on over time.

      How many other composers can you name from that period, and yet there were thousands pre-20th century. I can probably name 100 at a push. People like Salieri are nearly forgotten (most people know him from the film Amadeus alone).

      Think of all the popstars who are already becoming a distant memory, only 10 or 20 years later. Will anyone remember Tiffany or Paula Abdhul in 50 years?

      Out of who's working at the moment? Dunno. Missy Elliott? Outkast? Air? There were probably people in the 18th century who were of the talent level of

    13. Re:What about art? by k.ovaska · · Score: 1
      I also point out it's not easy for painters either. A (beginning) hobby painter has painted/is painting a portait of me (from a photograph): it's been through several iterations and never looks more than 90% like me. Sometimes it looks a bit scary. I hear the eyes are particularly difficult: even slight mistakes stand out.

      It's not that portaits always have to look 100% like the model, though. Van Gogh painted a young lady and she thought the picture didn't look like her... but 50 years later, she though it (still) looked exactly like her!

    14. Re:What about art? by Anonymous Coward · · Score: 0

      If this was true then I really wonder why this doesn't apply to classical art. I mean, if I visit a gallery of the great masters and look into the faces on the paintings I can really attach to it. And so can millions of people. You can see the love, the fear, the hate in these paintings. I know it is not animated but still, humans seem to be capable of creating artificial pictures of themselves. The point, as I see it, is that game developers are just particulary bad at it.

      Only a certain school of painters went for photo-realism. Ironically, the school that stressed "realistic portrayal", neoclassicism, went in for some of the most cartooney vividness, contrasts, and definition that you don't see at all in real life. But pretty much all painters manipulate your perceptions in often very blunt ways, but you've trained yourself to be used to the style. Look at the evolution of art in movie posters for a rather pop-art example of this. We've gone back to a softer look in most movie posters nowadays.

      Even photography is manipulated to remove "distracting" details. Cinematography certainly is. One of the amusing things about watching Star Wars ep2, digitally shot, digitally projected, was the number of artifacts. Stray hairs, lint, all of it showed up quite clearly. Shows what happens when you reproduce things a little too faithfully. Of course the giant turd that was on the screen for two hours overshadowed it :p Same for audio -- digital recordings of orchestras would sometimes directly mic instruments -- people would complain about hearing the strings squeak. Yep, they do that. Now they tend to to hang a pair of good mics in front of the orchestra, the old fashioned way.

    15. Re:What about art? by Anonymous Coward · · Score: 0

      Very little of the old masters stuff has motion...

      I work in a building full of realistic art by the old masters, and they creep me out a little bit. I have yet to find a realistic computer generated animated figure that doesn't creep me out a whole lot more.

      Game developers are trying to do something completely different from the old masters.

    16. Re:What about art? by jdbo · · Score: 1

      There's several reasons for this...

      The more mature a medium, the more knowledge of how to use it effectively is available. Painting is a very mature medium in regards to rendering the human figure (and has been for hundreds of years) - in comparison, CGI is a toddler at best. CGI has had only about 30 years to develop into an accessible medium, let alone being building any sense of tradition and shared knowledge.

      Stylization is much more accepted in painting than in CGI; most anyone with art histroy training would likely be able to point out deviations from "the real" in the paintings you're thinking of (and even more effectively point out deviations between different styles).

      Painting is based on creating an image on flat surface, which provides the artist with an abundance of "tricks" that would not work "in the real world" (I'm not talking about Escher here, I'm talking about ostensibly "realistic" imagery such as Titian, Da Vinci, Michelangelo, Carravagio, etc.). Most CGI is developed with a bottom-up process in which an internally consistent world of details is a requirement (for example, Michelangelo's David is disproportional - it's made to be seen from below, and M. accounted for perspective by increasing the size of the statue's shoulders and head. Most CGI characters are created as a single model with a requirement of viewability "from any angle". Therefore the David trick would probably not be considered, let alone implemented, by a CGI artist.)

      Finally, CGI embraces photorealism above all other visual approaches. Look up some photrealistic works, there's LOTS of creepiness there. Human beings simply filter out much of the visual detail that's see-able - being confronted with all of that detail is an often unsettling experience.

    17. Re:What about art? by snooga · · Score: 1

      But what da Vinci did that was so revolutionary was that he didn't try to make the Mona Lisa photo-realistic.
      He discovered that paintings look more life-like if you let the viewer fill in the little details.

    18. Re:What about art? by WNight · · Score: 1

      A painter can do a single image very well. A game developer has to do the back of the image in case you jump up on the pedastal and walk around, they have to make it look good from a distance, or up close, and make it do something realistic when hit with a rocket.

      Same with movies to a degree. You don't have to allow the viewer to select a viewpoint, but the Mona Lisa wouldn't be a very expressive actor unless you had a different master-level painting for every scene.

    19. Re:What about art? by banzai51 · · Score: 1

      But that reaction doesn't change. Which was my point. Classic, static art paints one picture, one emotion. A film or game based art with change serveral time every second.

  23. R2-D2 is humanlike?? by SkankhodBeeblebrox · · Score: 5, Funny
    From the article:

    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.


    If you know ANYONE who even VAGUELY resembles R2-D2, I want to see pictures!! (yes, I know they were using them as examples of androids, but jesus... I think using C3PO alone would have sufficed :P
    1. Re:R2-D2 is humanlike?? by Anonymous Coward · · Score: 0

      R2-D2 is Buddah!

      You can't tell me that you can't see the resemblance.

    2. Re:R2-D2 is humanlike?? by Lispy · · Score: 1

      C3PO is already in the uncanny valley. He looks too lifelike. When I was a kid I would have killed to have my own R2-unit. I never even cared about C3PO.

    3. Re:R2-D2 is humanlike?? by RealErmine · · Score: 3, Funny

      If you know ANYONE who even VAGUELY resembles R2-D2, I want to see pictures!

      Oh, I don't know...

      --
      Dewey, you fool! Your decimal system has played right into my hands!
    4. Re:R2-D2 is humanlike?? by Anonymous Coward · · Score: 0
      There's a good reason not to use C3PO as an example of anything:

      Professor: "Back then you see, robots were slow moving, stiff and a little on the uptight side!"
      Robot: "Oh dear, might I favor master with a tender kiss on the forehead?"

    5. Re:R2-D2 is humanlike?? by NarrMaster · · Score: 0

      holy shit, best laugh i had in days

      --
      That's right. All your base.
  24. Realistic faces ? by Anonymous Coward · · Score: 0


    don't flatter yourself

  25. The same thing happened in Japanese Anime by Anonymous Coward · · Score: 1

    I've observed the same thing in Japanese anime. There was a phase a couple of years ago when everyone tried to make their characters as realistic and human-looking as possible, but these series just didn't do very well. If you look at some current anime now, you'll notice that they have gone back to the "big eyes, small mouth" style in a big way.

  26. I am not at all sure about this... by vitalyb · · Score: 1

    Take the Final Fantasy movie was example. The main character, Aki, was voted in some magazine in a top 100 sexiest women.

    Yet, Aki is 100% computer generated women and she is doubtlessly looks VERY real-like. In fact, I believe it is the closest we ever got to replicating humans in computer graphics.

  27. Uncanny Valley by powerlinekid · · Score: 3, Interesting

    This appeared on Slashdot a while ago.

    The general premise is that has things move towards looking more life like, at a certain point they end up in the "uncanny valley" if they aren't perfect. This is where things look real enough, but the brain sees something wrong with it.

    The human brain (and I'd suspect a lot of other species) is very good at picking up the "attractiveness" of something and a lot of it is subconcious. This obviously has developed for mating as a way of choosing the best possible mate. An example would be looking at a girl, being attracted to her and having no idea why i.e what specific features makes her attractive to you?. The counter example would be looking at another girl and finding her repulsive for one little flaw , say a limp or a mishapen nose, even though the rest of her is fine.

    The reason cartoons and classic animation don't cause this is because we don't take them seriously.

    --

    can't sleep slashdot will eat me
  28. Yet More Predictions about What Computers Can't Do by Badam · · Score: 5, Insightful

    I read the article, and came away unconvinced.

    I buy the starting premise of the article: that as computer render figures get more human, viewers become harsher judges of the figures. Mario was cute, while the much more lifelike CGI Neo, in the Matrix Reloaded, was stiff and zombielike.

    Since this becomes more true the better the rendering, the Slate writer concludes that computer rendered humans will always look creepy.

    I suspect this is another one of those computers-will-never-be-able-to-act-human arguments. Most people want to reassure themselves that there's something inherently irreproducible about life, and humanity. This desire leads us to predict that computers won't be able to render convincing humans, beat a person at chess, or ever create art.

    My guess is that a decade from now, people will look at predictions like those in the Slate article, and laugh.

    I've seen paintings that look intensely lifelike, so why should such representations be beyond the capabilities of future computers?

    --

    Check out my blog: My Galaxy is Milky Way Adjacent
  29. The problem is... by Anonymous Coward · · Score: 5, Funny

    Most humans are inherently creepy.

    Why would machine replicas be any different?

  30. Dunno by Dark+Lord+Seth · · Score: 4, Insightful

    Guess there'd be a market for both realistic and unrealistic human characters in games. Clearly, realistic characters would do very well in RPGs and simulation games like The Sims. Try out the "The Sims 2 Body Editor" for some sense of what to expect from EA soon. It's not bad, nice and realistics. On the other hand, there are games where realistics characters aren't as important, such as FPS games. Who cares about a realistic chin lines on the enemy soldier if you're a few mouse clicks away from turning said realistic character into a corpse with a lovely ragdoll physics system?

    Same thing with movies, some will obviously develop more on a "cartoonish" look, such as anime gone 3d. No matter how hard they try, they can never make a 16 year old school girl with blue hair that can handle a 300 foot robot come over as realistic. Then again, eventually, there will be serious movies with close to no real actors in it. It will all be rendered because having a large cluster is cheaper then having Keanu Reeves ruin your movie with some atrocious acting...

    1. Re:Dunno by Lord_Dweomer · · Score: 1
      "No matter how hard they try, they can never make a 16 year old school girl with blue hair that can handle a 300 foot robot come over as realistic."

      But thats assuming that the girl has to be done in CG. We've come quite a long way in terms of integrating CG with live action to create fairly "realistic" looking scenes, like The Matrix for example. I mean, its not exactly hard to have an actress dye her hair blue.

      --
      Buy Steampunk Clothing Online!
  31. We've talked about this before by Aaron_Pike · · Score: 5, Informative
    This isn't exactly a repost, but we have discussed this before. The only article I could find in the /. archive was this one. There was another one that lead me to this very nice paper on the Uncanny Valley, which is the area of resemblance to human features that is not quite realistic enough and not abstract enough for people to feel comfortable with; it resembles more closely a corpse than a living being.

    1. Re:We've talked about this before by teamhasnoi · · Score: 1
      the area of resemblance to human features that is not quite realistic enough and not abstract enough for people to feel comfortable with; it resembles more closely a corpse than a living being.

      Joan Rivers. Mary Tyler Moore. Michael Jackson.

    2. Re:We've talked about this before by greg_barton · · Score: 1

      Reading that uncanny essay leads me to remember this: until about 40,000 years ago there was one other species of homo sapiens on this planet, neanderthals. Most evidence points to one conclusion: we wiped them off the planet. Maybe there's some instinct left in us that says, "If it looks almost like you, is almost human, and moves... kill it!"

    3. Re:We've talked about this before by ratsnapple+tea · · Score: 1

      Hey, that's interesting. Should have been modded up...

  32. DNF by AviLazar · · Score: 0, Redundant

    I think the original article was referring to the release of Duke Nukem Forever - they probably have some wicked graphics that look just like real people...

    --

    I mod down so you can mod up. Your welcome.
    1. Re:DNF by Zardus · · Score: 1

      Ah. But see, that's because any preview videos released to anyone were really the programmers dressed up as Duke Nukem characters. I mean, 7 years isn't nearly enough to make a game capable of producing a demo!

      --
      You can mod your friends, you can mod your nose, but you can't mod your friend's nose.
  33. Too symetrical by xyote · · Score: 4, Interesting

    Real humans don't have such perfect symetry. It's true that better symetry is considered more beautiful but nobody has perfect symetry. And people who look too good, ie. too symetrical, do look sort of creepy.

    1. Re:Too symetrical by Anonymous Coward · · Score: 0

      Interesting point...that people who are too perfectly symmetric are somewhat artificial looking. Beautiful in a visual sense, but not quite a human one. There seems to be some truth to that, come to think of it.

    2. Re:Too symetrical by mandalayx · · Score: 1

      this girl has "the perfect face" as proclaimed by newsweek magazine:

      Her name is Saira Mohan and she is a 26-year-old New York supermodel. I met her while filming a Channel 4 documentary of my book, Mutants, which considers, among other topics, the nature of physical beauty. She'd appeared on the cover of Newsweek magazine above the legend "The Perfect Face".

    3. Re:Too symetrical by mandalayx · · Score: 1

      I hate to respond to myself but I found more stuff:

      *Theory that the perfect face is dictated by the Golden Ratio
      *wired mag covers the uncanny valley

    4. Re:Too symetrical by leperkuhn · · Score: 1

      Good - my gut touches my left leg but not my right when i lean over.

      --
      http://www.rustyrazorblade.com
    5. Re:Too symetrical by dasmegabyte · · Score: 1

      Exactly. It's my opinion that CG will never look perfect until artists and designers stop trying to make it look perfect.

      Huh? Here's what I mean. Institute an algorithm that will take all of your bones and randomly lengthen or shorten them, logarithmically, by up a centimeter. Set up your color generator to offset skin colour a few degrees in random blob shaped areas. Oh, and lips should never be uniformly shiny, but have the occasional area where the index of refraction is higher or lower.

      A few strands of hair should always be in the wrong place. Hands should always be a little bit in front or behind where they should be (reflecting the character's self assurance). And for god's sake, put some body fat on them! The characters in FF looked TERRIBLE because only mannequins are that svelte. Put a little love handle above the hiphugger jeans with a white bit of tan line and your character is instantly mor realistic...and thus, sexier.

      --
      Hey freaks: now you're ju
    6. Re:Too symetrical by RatBastard · · Score: 1

      The problem with that is that the asymetry in the human body is not random. One side of the body, the left side in most people, is slightly larger than teh right. Every tailor in the world knows this. The side you "dress" towards is usually the larger side.

      --
      Boobies never hurt anyone. - Sherry Glaser.
  34. Shrek by jobugeek · · Score: 4, Informative

    I remember watching a 'making of' show about the first Shrek movie and they said they purposely made the girl less human-like for the same reason. That she got to a point were it was freaky to have her look that human.

    --
    I'm not drunk, I just have a speech impediment. And a stomach virus. And an inner ear infection.
    1. Re:Shrek by MyHair · · Score: 3, Interesting

      I remember watching a 'making of' show about the first Shrek movie and they said they purposely made the girl less human-like for the same reason. That she got to a point were it was freaky to have her look that human.

      The way I remember it is that they said she looked so realistic she looked out-of-place in contrast to the intentionally cartoony/exaggerated sets and other characters.

    2. Re:Shrek by irokitt · · Score: 1

      Ditto for Finding Nemo-making things too realistic would have taken away from the fact that it was a cartoon, not a documentary. Some of the early images they made, of whales for example, were extraordinary.

      --
      If my answers frighten you, stop asking scary questions.
    3. Re:Shrek by mbourgon · · Score: 1

      Anyone have any pictures to back it up? They can say it looked freaky all day long, but I'd like to see some proof.

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    4. Re:Shrek by pmw57 · · Score: 1
      This story reminds me of an interview I read in, I think, Wired about the making of Shrek. They made the princess as realistic as possible, but it was looking like an animated corpse. They said something along the lines of "until we have the ability to cross the last 1% of realism, we need to step back a bit".

      I read that article too but it was on the BBC News website.

      Bringing Shrek to life
      http://news.bbc.co.uk/1/hi/entertainment/fil m/1409 261.stm
      But the animators sometimes did their job too well and made her look too realistic for the style of an "animated story book", he says.

      "At some points she... looked a bit like this creepy mannequin, and at other points she looked a bit too real and didn't really fit in the scene where she had to talk with the donkey."
      --
      Paul Wilkins
    5. Re:Shrek by System.out.println() · · Score: 1

      Close, but the quote I read wasn't quite the same.... I specifically remember the word "corpse" being used.... and I'm pretty sure is was a physical magazine.

      Meh.

  35. Speilberg's AI would happen? by GPLDAN · · Score: 3, Insightful

    I thought about this very thing watching Jude Law play a robotic gigalo. Unless STDs and the fear of AIDS became rampant, would women really want this? Law's makeup was pancaked to show he was not the generation of Haley-Joel.

    This is an interesting problem, if we don't continue to attempt to get to 100%, we will never get there - yet going through the 80th to 99th percentile will be creepy.

    I don't have any issues doing it in computer gfx. Some of the new techniques used in Pixar's The Untouchables, such as the way hair moves in water - go towards the overall body of knowledge of how to create actors on screen that you don't know are real. The new Spiderman seems mostly CGI, or motion captured and sped up. This eventually makes for better movies, and games in which the protaganist NEEDS to be human is essential.

    But in robotics, I even think the face in the new adaptation of Asimov's "I, Robot" is really sinister. I don't see society even accepting that in robotics. I think the farthest people will go is C-3P0.

    1. Re:Speilberg's AI would happen? by Lispy · · Score: 1

      Men would

    2. Re:Speilberg's AI would happen? by Squid · · Score: 3, Interesting

      C3P0, now that you mention it, has those huge perplexed-looking eyes. A totally neutral robot face DOES look a tiny bit creepy and corpselike. C3P0 looks submissive and nonthreatening, his facial expression works for almost every state of emotion he expresses (also a tribute to Anthony Daniels' ability to make anything in the script sound like it goes with that expression).

      Are we really to the point where we begin to talk about human-machine interfaces in terms of RACIAL relations? "Nonthreatening", where have you heard that before?

      Still, if C3P0 was a PERFECTLY human-looking android, that same wide-open look would creep you the fuck out, like someone walking around with no eyelids.

  36. Need more power, that's all by Anonymous Coward · · Score: 0

    Don't worry, this problem will be remedied by better graphics cards. People won't be grossed out when they can render Shrek and Gollum in real time. Right now we just don't have the power we need, so I guess the faint of heart will just have to play Mario and Zelda games for the time being.

    1. Re:Need more power, that's all by Wildfire+Darkstar · · Score: 1

      The thing, particularly with Shrek, even though he's computer-rendered, he's not realistic. He's as stylized as any hand-drawn animation. The same thing goes for most of Pixar's films: fish do not, generally speaking, look like the anthropomorphic cuteness in "Finding Nemo." And insects, to most people, aren't as cuddly as the characters from "A Bug's Life."

      I don't think the issue here is computer animation: the question is sparked by the ability of computer animation to produce photorealistic human graphics, but that's not an inherent quality of the format (a camera can shoot portraits, but doesn't need to...). Furthermore, the problem isn't that we need "better graphics card." If anything, the problem is that our current graphics cards are almost too good.

      Some of this may be ameliorated by improvements in technology, assuming we can get to the point where there really is no easily discernable discrepancy between rendered graphics and photography. But, to some extent, it may always be there. It's really more of a psychology issue than a technology one...

      --
      Sean Daugherty "I have walked in Eternity -- and Eternity weeps."
    2. Re:Need more power, that's all by Anonymous Coward · · Score: 0

      Shrek is not realistic, but Princess Fiona (in human form) was fairly realistic, and could have been more so if not for the animators bringing the realism down to make her appearance fit in the movie (I think this was covered on the DVD extras). I believe the technology is there to create Real-Enough(tm) humans on screen, it just takes a lot more time (read: money) than anyone has cared to invest so far. The problem with games is that it needs to be done in real-time, which is simply not possible right now. I don't see how you can say our current graphics cards are "almost too good". They don't even come close, and they simply won't for a long, long time.

      Basically, for games, we would need photo-realism in real time, and better hardware is *the* only answer. Animators already know how to make things move (e.g., motion capture). The RT photo-realism is all the "psychology" that is left.

    3. Re:Need more power, that's all by Hear+Hear,+Fellers! · · Score: 1

      Hear hear, fellers!

  37. Most realistic looking render you've seen? by Andorion · · Score: 1

    Anyone care to post some links to the most realistic looking renders you've seen (specifically, of people)?

    Just curious, haven't seen what "state of the art" is nowadays.

    ~Berj

    1. Re:Most realistic looking render you've seen? by Anonymous Coward · · Score: 0

      Here's a pretty realistic render of Darl McBride:

      http://media.washingtonpost.com/wp-dyn/images/I2 98 85-2004Jun09L

      Scary!

    2. Re:Most realistic looking render you've seen? by Anonymous Coward · · Score: 0
    3. Re:Most realistic looking render you've seen? by Andorion · · Score: 1

      those kinda suck :( Thanks for the link though!

    4. Re:Most realistic looking render you've seen? by nelsonal · · Score: 5, Interesting

      Alias has a prett neat quiz bettween real pictures and computer generated ones. If you've never seen it it's availible here. I first recall seing it more than a year ago, so it's not exactly still state of the art, but I don't think I did that well on the quiz.

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    5. Re:Most realistic looking render you've seen? by Majix · · Score: 1

      See Steven Giesler's works for some amazing stuff. Even these images are already a few years old and Steven is no doubt working on new stuff already. Check out the rest of his site as well.

      The state of the CG scene can in general be observed at community sites like CGNetworks. Here's some of the better picks from the user galleries:
      - An untextered model, check out the feet.
      - A TV presenter.
      - An Asian girl, a bit too perfect but still very nice.
      - Sandra.
      - Pinhead, I really like this one.

    6. Re:Most realistic looking render you've seen? by prockcore · · Score: 1

      I first recall seing it more than a year ago, so it's not exactly still state of the art, but I don't think I did that well on the quiz.

      My problem is that I thought two of the real pics were fake (and I knew all the fake ones were).

      I think they cheated though, that one with the little globe in the grass has a backdrop.. which influenced my decision.

    7. Re:Most realistic looking render you've seen? by nelsonal · · Score: 1

      The pics appeared to me to be designed to be sterile and closely cropped to make the decision as hard as possible. If you go back and put the 10 correct answers in you can see 4 newer pictures, I got 4/4 on the first try but the real ones looked pretty fake to me (lighting cues mostly-light is too pristine in rendered shots).

      --
      Degaussing scares the bad magnetism out of the monitor and fills it with good karma.
    8. Re:Most realistic looking render you've seen? by AvitarX · · Score: 1

      I just took it and scored perfect. Idid guess on about half of them though, so I was pretty lucky.

      But it was a very poor test I think. The real shots looked fake for the most part. With surreal lighting that gave them a CGI look.
      The blurring grass in the golf ball shot screams of fake, but there is a small dimple on the left of the ball that I was convinced made it real (it was). The lighting on the table was totally "fake" looking, but if it was supposed to look real they would not do the in CGI. The pile of nails I clicked the wrong button or would have gotten it wrong, but on closer inspection they are all the same. The glasses are good, but too glass to be plastic and too plastic to be glass.

      The reflection of the wine gllass is too perfect to be real(or trying to be to through things off) but the thumbnail had me convinced it was.

      the face was terribly fake, as was the grass up close.

      The texture on the fork and spoon is terribly fake, maybe a brand new fru fru silver ware would look like that, but none I have eaten with.

      The chess piece was a guess, but there is a fleck of dust on it that would paint it to be real.

      Anyway comparing photography tricks/closups with CGI trying to be realisticisunfair anyway. Fake looking photos are not a fair comparison.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
    9. Re:Most realistic looking render you've seen? by AvitarX · · Score: 1

      This is my third attempt at replying (once closed like and idiot, and once it back from a preview losing what I typed (damn you IE). Anyway this is a summery of what I previously posted, hope it makes sense.

      The two most convincing stills are the two most fake. The Pinhead, and the Model.

      The Model looks like art photography, and is very realistic as a photograph taken with special lighting in black and white, knowing it is CG I still see no flaws that betry it as such (at the resolution presented anyway, I'm sure if you could really zoom it you could tell).

      Pinhead has a CG look to him, but quite possible because I know it is CG. I would imagine that it looks more real then a close up of Pinhead from a movie (seeing as noone really looks like that). The leather closthing is more fake looking then the face actually (to me) but probably could look the same in a photo with the propper lighting.

      Next most realistic is probably Sandra. I can't really place what iswrong with here, maybe the lighting on the right side of teh skin? maybe the lips, maybe the eyes, but very realistic.

      Of Giesler's faces in your first link about half are good. If they moved propperly they could probably act as stand-ins for real people. Where they would not get the extra few seconds or so of scrutiny they get as stills. Of course realistic movement is an even bigger problem. The TV presenter looks like she moves fake even though I don;t see her move (buttom shot). The others just look fake at a glance, for no real reason, they just do.

      Actaully the more I look at Sandra the more I am not convinced I can really tell she is fake, it may just be that I knwo she is. The lips have a really bizarre shininess that is totally unreal, but photography can cause some strange effects. Especially with make up. Even so that is not realism, it is emulation of a doctored up photo (make up/airbrush). Perhaps the biggest problem with it is the sharp texture one the lips with no sharp texture (pores maybe) on the skinor not. the left side of the smil seams a little off in the lighting too. But again I am not sure if it is, or if I am creating itmy head since I know it is fake. I will set it as my wallpaper and see what my girlfriend thinks. She'll be bound to complain.

      Sorry, I meant to summerize and save you from my rambling.

      --
      Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  38. He's wrong. by hkb · · Score: 2, Funny

    Just Ask Slashdot. Hundreds of Slashdot readers and their ethernet-connected RealDolls(tm) can't be wrong.

    --
    /* Moderating all non-anonymous trolls up since 2004 */
  39. Sad case by thpdg · · Score: 5, Insightful

    Is this why burn victims strike people so oddly? Everyone reacts differently to them, but not usually in a normal way. Once these poor people loose their identities, they become something else, to everyone else. It's not fair to them, they're still them!

    --

    -Patrick

    "They never stop thinking about new ways to harm our country and our people, and neither do we."

    1. Re:Sad case by Ubergrendle · · Score: 4, Interesting

      The human brain is the best pattern recongition mechanism every discovered. There is nothing remotely upon our technological horizon that can mimic or replace the pattern recognition ability that is inherent in advanced mammals. There's a level of function that we understand abstractly, but have no working model for.

      In these posts there's been alot of discussion about symmetry and its associations with beauty, but I think that simplifies things too much. I like to look at inverse reactions to beauty...horror. A misshappen human figure we natural recoil against. Its probably an biological protocol that evolved to have us avoid diseased members of our species that are not viable partners for procreation.

      Think of the grotesequely repulsive reactions you have.
      1. Burn victims and disfiguring diseases like leoprosy or facial cancers (victims of which who deserve tremendous sympathy and support)...
      2. Misproportinate artistic representation (think "Black Hole Sun" video)...
      3. Botched or excessive body manipulation (e.g. excessive weightlighting, or breast impants/face lifts). Think Michael Jackson.

      There was a pastiche diagram I once saw, comprised of pictures of reaslitic human female body parts compiled together in the proportions of Barbie. It was so creepy i have shivers up and down my spine.

      I am hoping that HDTV and its realism will have a calming effect on our air brushed, perfectionist, image-perfect culture. I think women have a much more difficult time with body image due to our media than men (although Calvin Klein has been trying to change this for years, fark you CK). Once people realise how heavily made up Catherine-Zeta Jones is, or how Jennifer Aniston always has a soft lense used, maybe people will be more comfortable with their own selves.

      --
      John Maynard Keynes: "When the facts change, I change my mind. What do you do?"
    2. Re:Sad case by multimed · · Score: 2, Interesting
      I am hoping that HDTV and its realism will have a calming effect on our air brushed, perfectionist, image-perfect culture. I think women have a much more difficult time with body image due to our media than men

      I was recently working on a video shoot, and during lunch break, the subject of HDTV came up. Both the actor (an attractive, though aging 50ish gentleman) and the make-up artist expressed considerable concern over the negative side of HDTV. The ability to see right down to the pores of the actors skin scares the bejeesus out of some people. Though I could see the other side, that it makes the make-up artist, especially really good ones, even more important. My take is the same as yours, that by exposing so much that it will become clear that the actors really aren't perfect--and that will maybe cure a lot of society's problems. Then again, never understimate the vanity of Hollywood--maybe it just means plastic surgeries, more make-up and optical and digital effects will become even more widespread and required.

      --
      Vote Quimby.
    3. Re:Sad case by ari{Dal} · · Score: 1

      I'd be very interested in that pastiche diagram if you happen to know where it could be found. Sounds like a study in horrific fascination.

      --
      Moral indignation is jealousy with a halo - H. G. Wells
    4. Re:Sad case by ChaoticLimbs · · Score: 1

      The ironic part of HDTV is that because of it, videographers will be very likely to use either an unsharp mask or a diffusion lens in closeups such as interviews, etc. So they'll take our high-resolution, super-sharp television and blur it as soon as a face or skin is shown!

    5. Re:Sad case by CoreyG · · Score: 3, Interesting

      I've noticed that during sporting events filmed in HD, that the closeups of the athletes (who I'm pretty sure do not wear makeup) look perfectly normal. I don't know whether this is because of conditioning (athletes aren't expected to look like actors), the lighting, the sweat, or what. However, when viewing a show in HD that has also been filmed in SD, the makeup on the actors/actresses looks horrible and overdone. It's almost as if HD requires actors to not use makeup in order to appear normal, whereas the lower SD resolution required lots of makeup to achieve the "normal" look.

    6. Re:Sad case by Anonymous Coward · · Score: 0

      > Once these poor people loose their identities,

      How do their identities become loose? What is it about getting burned that makes their identity not tight?

    7. Re:Sad case by thpdg · · Score: 1

      A case of double striking a key, not using the wrong word. My apologies.

      --

      -Patrick

      "They never stop thinking about new ways to harm our country and our people, and neither do we."

  40. That cusp by CmdrMooCow · · Score: 1

    Someone already said it here about the report... where it goes up to 75%, drops way down until it reaches 97% lifelike.

    right now, the real-time rendering is getting to that 75 - 90% mark, so things are looking a bit creepy, but give it a few months or years, and it'll then start to look very, very odd...

  41. A great use of simplicity.. by Lord_Frederick · · Score: 1

    ...is World of Warcraft.

    Blizzard is applying a very stylized cartoonish look to the game, and I think it's much more attractive than the other online games that attempt to be as real as possible.

    1. Re:A great use of simplicity.. by JVert · · Score: 1

      I was thinking that warcraft had done the best job at making people. In refference I would compare the final fantasy movie, and one of the animatrix scenes, with those in mind the warcraft 3 cutscenes are personally the best models I have seen. Of course this renerding in realtime is impossible currently, but I think it proves that it is going to be the future. So, engineers should keep hacking away at making a good humanoid, just understand that its a new generation and if you screw it up like todays humanoids its going to look like crap. I like to compare it to 3d vs sprite gaming. Frankly I was dissapointed pretty with quake, but now I would deem them acceptable.

  42. I noticed it in the Dreamcast. by Chris+Burke · · Score: 1

    I first experienced this "these graphics are just good enough to freak me the hell out" effect when playing whatever the flagship basketball game was for the Dreamcast last century. The graphics were great, but the faces and joints looked "off".

    The "Uncanny Valley" has appeared on /. before, but who cares?

    --

    The enemies of Democracy are
  43. Of Course They Do! by Jameth · · Score: 4, Funny

    I'm glad the rest of the world realizes it. I've known I hated looking at people for years now.

  44. Shrek by System.out.println() · · Score: 3, Interesting

    This story reminds me of an interview I read in, I think, Wired about the making of Shrek. They made the princess as realistic as possible, but it was looking like an animated corpse. They said something along the lines of "until we have the ability to cross the last 1% of realism, we need to step back a bit".

    Or something.

  45. What about hollywood? by Anonymous Coward · · Score: 0

    I don't think many actors in hollywood look very realistic either. Why, some of them have more plastic surgery than barbie. And yet people still go to watch these movies and idolize these actors who don't even look anywhere near what a normal person looks like. I suppose it's some subconcious idea of unobtainable perfection?

    1. Re:What about hollywood? by klevin · · Score: 1

      I agree that even modern plastic surgery often doesn't cut it. Pun intended. However, part of the reason that people don't seem as weirded out by the recipients of face lifts and the like is because plastic surgery techniques have changed considerably over the last decade. It's not just that people have gotten used to fake looking faces and bodies.

      A face lift used to mean cutting the skin along the front of the ear/scalp and back of the jaw, pulling it back, snipping the extra and then sewing it back together (basic description). The end result was someone with very tight skin that looked, oddly enough, like the skin on their face had been pulled back and stretched.

      Nowadays, they still cut along the same basic lines, but instead of pulling just the skin back, they go under the first layer of facial muscle (the one the skin and subcutanious fat are attached to) and separate it from the lower layers. Then, they pull that whole set of layers back, trim and sew. The end result (although not always completely natural looking) is a much more animated face that doesn't look like they're permanently attached to a G-force simulator.

  46. Not quite there yet... by rainwadj · · Score: 1, Insightful

    The reason the "realistic" human graphics are "creepy" is that they aren't quite real enough yet. The brain perceives them as looking human, but their actions/reactions are off, and the characters typically aren't very deep intellectually. Once these obstacles are overcome, bridging the uncanny valley, maybe some of the "creepiness" will go away.

    For now, it still looks cool though. :-)

    --

    A computer without Windows is like a cake without mustard.
  47. The brain recognizes ERRORS by Anonymous Coward · · Score: 2, Interesting

    The reason people reach a limit with robots that look real is the perception that "you're being watched". Real people make people just as uncomfortable if they were to sit there, perfectly motionless, staring, or perhaps turning their head robotically to match your every move. No one feels comfortable with that kind of focused attention. So the next step in robotics is to infuse intelligent mannerisms, and etiquette rules (we teach our children not to point and stare, don't we?), so robots would naturally, look away, look around as if in thought, blink, roll their eyes, etc, rather than staring directly.

    That's for robots. For games, we're not being watched, so the problem is not the same. We are not made to feel uncomfortable, but rather, just disturbed. It's the same disturbing feeling/reaction we get when we see people with deformities. Because that's exactly what we're seeing in less than perfect game characters: Deformities! AKA: the unexpected.

    So it's really the responsibility of the 3D modellers and animators to improve their craft. How hard is it to make 3D characters BLINK? And also make the eyes move around? It's that blank, blinkless stare that makes characters look "dead". Shinyness of the eyes is also important. That's something taught in even the most basic "life drawing" art classes. Without that shine on the eyes, you get the dead fish look.

    To me what bugs me most is human animation that is just plain bad or cartoony (and there's more of that than not. I think animators who truly understand human motion are very rare). Silent Hill 2 and 3 did an excellent job with the 3D humans. They don't look 100% real, but they don't look "uncanny" either, because they don't have obvious facial "deformities".

  48. Lucas should take note by dfn5 · · Score: 2, Insightful

    Now I know why the band in Jabba's palace look alot better than Jar Jar. According to this article one is more likely to cut the muppets more slack than computer animation. So Lucas should take note and go back to muppets.

    --
    -- Thou hast strayed far from the path of the Avatar.
  49. Interstate '76 by SlipJig · · Score: 2, Insightful

    I liked the stylized, animated cut-scenes in Interstate '76. That was a great game. Ya dig?

    --
    Read my keyboard review.
  50. Note by th1ckasabr1ck · · Score: 1

    One of the animations for Shrek is doing animations for DOOM 3.

  51. Computer animated movies by Shimmer · · Score: 1

    The computer animated movies coming out these days (e.g. Shrek 2, The Incredibles, Polar Express) have realistically rendered humans that are very impressive. Quite a leap from the old days (e.g. Toy Story) where the animation of human characters felt so wrong.

    --
    The most rabid believers in American Exceptionalism are the exact same people whose policies are destroying it.
    1. Re:Computer animated movies by CiXeL · · Score: 1

      yeah but even there my girlfriend and i were talking saying that her parents looked scary because the jaws werent moving right

    2. Re:Computer animated movies by Anonymous Coward · · Score: 0

      What?

    3. Re:Computer animated movies by Anonymous Coward · · Score: 0

      On that note, both Shrek 2 and The Incredibles look ok because they are stylized cartoons and not attempting to be realistic. But when I saw the trailer for the Polar Express, I just cringed. It was an excellent example of what the article was trying to explain. The emotions in the characters' voice don't match what I expected to see on their CGI face. At one point in the trailer, the main kid is happy and smiling, and that just creeped me out to no end. He looked like he was feeling the pain that I was experiencing in my chair.
      I believe that you don't need perfect human-like animation and that the stylization is what endears you to the characters.

    4. Re:Computer animated movies by Slyght · · Score: 1

      Your girlfriend's parents' jaws aren't moving right? They should get that checked out!

    5. Re:Computer animated movies by Shimmer · · Score: 1

      You may be right about the Polar Express. Seeing the conductor with a simulacrum of Tom Hanks' face is strange.

      On the other hand, I think that Shrek 2 is quite realistic in places. The King and the Fairy Godmother in particular, are utterly convincing. Not cartoonish at all (for some reasonable definition of "cartoonish").

      --
      The most rabid believers in American Exceptionalism are the exact same people whose policies are destroying it.
  52. Robophobia by sakusha · · Score: 4, Insightful

    This topic reminds me of an old episode of Doctor Who. A society has android robots but people start developing "robophobia." The Doctor says it's because the robots have lifelike responses in all but one area, facial expressions. The robots all have beautifully sculpted but immobile faces, so this freaks people out on a subliminal level, it's like talking to a dead person.
    Of course this was partly a sly commentary on the cheapness of the BBC's special effects on the show, of course they didn't have the budget to do really great robot effects, so they just wrote crappy effects into the storyline. But maybe they were on to something, they were ahead of their time in anticipating the social effects of lifelike robots.

    1. Re:Robophobia by ShieldWolf · · Score: 1

      The episode is called "The Robots of Death" and is one of the better Tom Baker episodes.

      The Doctor and Leela land on a luxury cruiser / mining ship that is moving across a desert planet.
      Soon people start dying, and the doctor investigates.

      The Robots were SUPER creepy with their expressionless faces, a good example of the point of the article

      --
      just = (My)Opinion.toCents();
    2. Re:Robophobia by Milo77 · · Score: 1

      Its interesting to think about it in the other direction as well. Take ST:TNG's Data for example. He was a human playing an android, and I never felt creeped out by him even though he had yellow eyes and yellow-green skin. Maybe it was because deep down I knew he was human. However, I do remember being slightly "creeped out" by Jude Law in AI. Maybe he's just a better actor or maybe they CG'd his face. The question is, short of wearing a mask, can a good human actor make us forget he's a human? Can you think of some really good performances where you were able to forget? Maybe by understanding the elements of the performances that really creeped us out we'll better understand what subtle elements need to be present to convince us the other way.

  53. Just think about it. by EaterOfDog · · Score: 1

    Think about how creepy the face of someone looks who has had a stroke. It's quite disturbing at first. Look at a large crowd, everyone looks different! We are very sensitive to facial appearance.

    --

    Crushing my karma one post at a time.
  54. Re:Yet More Predictions about What Computers Can't by 0123456 · · Score: 1

    "the much more lifelike CGI Neo, in the Matrix Reloaded, was stiff and zombielike"

    A realistic portrayal of Keanu Reeves then :).

  55. Keept It Computerish (Simpler?) by Anonymous Coward · · Score: 1, Insightful

    I always did like my games and characters to have
    that distinctly "computerish" look to them. When
    games get too "photo-realistic" they loose their
    appeal to me. Guess that's why I'm still
    attracted to older games.

  56. Wow by bogie · · Score: 5, Insightful

    That's simply amazing. That picture looks like someone just used the Healing Brush on a Real photo. If you told me that was a real photo cleaned up I'd definitely believe you at first glance. For me personally only the Forehead and of course the shirt look fake.

    On the topic at hand I really would rather the people not look totally real in the types of games I play, FPS. But for Adventure/Mystery games (do they make them anymore btw) etc it could be really cool. Of course real looking people with Brain Dead AI will ruin things. I think the graphic component will arrive well before the AI does. I mean if your playing a game and start acting stupid most AI characters just stare blankly into space not commenting. I want to see games where the Characters are like "Hey jackass, stop running around me in circles" etc.

    --
    If you wanna get rich, you know that payback is a bitch
    1. Re:Wow by k.ovaska · · Score: 1
      To me the shirt doesn't look fake, but rather out of focus. A large/medium-format camera with a shallow depth of field could produce something like this - although not exactly.

      One example of not-quite-there is to take a face photo (of yourself or someone you know) and replace the left side with the mirror of the right side (or the other way around). It's quite creepy unless the face is almost perfectly symmetric, which most faces aren't.

  57. New reiteration of an old theme... by sixpaw · · Score: 3, Interesting

    Scott McCloud covered this one too; the more iconic a human figure is, the easier it is for the reader/viewer to identify with it. Conversely, it's possible to anthropomorphize even the most iconic images; the standout example that he gives in his book is an electrical socket that (in the right context) still clearly identifies as a face. If you're interested in the design aspects of this, check out Understanding Comics for more details.

  58. Final Fantasy film and simulated humans by tgibbs · · Score: 3, Interesting

    I think this is what killed the Final Fantasy film. The characters were so realistic that my brain accepted them as human--and then spent the rest of the film wondering, "What's wrong with them?" The problem is that we are very sensitive to the subtleties of human behavior. As long as you aren't actually fooled, you are impressed by the quality of the simulation. But if it is good enough for you to take it for human, then what would otherwise be a minor flaw in an excellent simulation suddenly seems like something pathological about another person. So beyond a certain point, if the simulation is not perfect, it starts to seem disturbingly wrong in some undefinable way.

    I'd love to see a remake of the Matrix films, in which all of the "in the Matrix" sequences were done with computer animation, like the excellent "Flight of the Osiris" short by the Final Fantasy team. In that context, I think this "problem" would become an asset.

    1. Re:Final Fantasy film and simulated humans by Slyght · · Score: 1

      An interesting idea in having the in-Matrix sequences be done in CG, except one major roadblock would be modelling the actors perfectly, which is very hard. Final Fantasy and Flight of Osiris had the advantage of using characters not based on a real person, so they didn't have to worry about matching it to a real-life counterpart. I found it interesting that the author of the article chose to use examples of graphics mimicking real-life people (Alias, James Bond) rather than imaginary people.

    2. Re:Final Fantasy film and simulated humans by pclminion · · Score: 1
      When I saw that movie, I was extremely distracted by the resemblences of the main character to Sandra Bullock. Her "boyfriend" also reminded me vaguely of Ben Affleck. I'm not saying they looked exactly like them, but there were similarities.

      I found this very unnerving. I suppose they couldn't come up with lifelike humanoid models from scratch, so they had to model them after real people?

    3. Re:Final Fantasy film and simulated humans by crasher35 · · Score: 1

      Actually, the boyfriend was modeled after the voice actor, Alec Baldwin, who does look remarkably like Ben Aflec in real life anyway. I think they modeled all of the characters after the voice actors and changed them a bit to make them look different or better. I could be wrong though, so correct me if I am.

      --

      I don't like to sit. Sitting is for people who like to sit.

    4. Re:Final Fantasy film and simulated humans by mbourgon · · Score: 2, Interesting

      Matrix: clever idea. Not feasible now, but give it a few years. Of course, by then they might have photorealistic avatars.

      Final Fantasy - no what killed the final fantasy movie was a really bad, hippy-earth-love drenched, plot. The movie is gorgeous. The emotions, sure, aren't there. But it was the bad reviewsb that kept people away.

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    5. Re:Final Fantasy film and simulated humans by Have+Blue · · Score: 1

      This begs the question of how important actually knowing that the characters are CG is. When I first saw some still frames of Final Flight of the Osiris, I had to be *convinced* they were CGI images. One wonders how long it would have taken me to realize the truth had I watched the full video without prior knowledge that the characters weren't actors. (Or, for that matter, what would happen if a studio with Square-quality CGI and a strange sense of humor released a major picture without letting anyone in on the secret. It worked for the Crying Game, at least for a short time after release...)

    6. Re:Final Fantasy film and simulated humans by Geoff-with-a-G · · Score: 1

      I think this is what killed the Final Fantasy film.

      That, and the lousy story and dialog.


    7. Re:Final Fantasy film and simulated humans by tgibbs · · Score: 2, Insightful

      That, and the lousy story and dialog.

      However, many action films are successful even with lousy story and dialog. And the action sequences in Final Fantasy were very good.

    8. Re:Final Fantasy film and simulated humans by tgibbs · · Score: 1

      This begs the question of how important actually knowing that the characters are CG is. When I first saw some still frames of Final Flight of the Osiris, I had to be *convinced* they were CGI images.

      Stills tend to be a lot more convincing than full motion. We communicate a lot with body movement. Facial expressions are also very complex, with fleeting "micro-expressions" lasting only a fraction of a second.

    9. Re:Final Fantasy film and simulated humans by dnijaguar · · Score: 3, Interesting

      I remember a segment on Morning Edition from NPR about the Final Fantasy Movie. The art director said that the characters which seemed the most realistic were African-American or Elderly. Both of these were due to the way light was reflected by skin; less light is absorbed in dark skin so the simplified computer lighting system used in the movie looked real on those characters.
      Then the guy said that the old man appeared to be real because older actors often wear excessive amounts of makeup in movies, and people are used to seeing unrealistic light reflection on them. So the `death mask' on the Alias character is kind of like the makeup on old people in movies; she looks old and that is weird.

    10. Re:Final Fantasy film and simulated humans by ShieldWolf · · Score: 1

      You _are_ wrong.

      The characters were not modelled after their real-life voice actors. The animators animated the characters with no respect for the voice actors (which is different than say a disney movie where they give their character subtle similarities).

      The reason why they did this, is that they hoped to create virtual actors who could be used in different films - an idea that was completely demolished when the film tanked.

      --
      just = (My)Opinion.toCents();
  59. Solution by Anonymous Coward · · Score: 0

    Just make sure you pee ON the cup, not in it.

  60. Style by EvilTwinSkippy · · Score: 5, Interesting
    In the theater there is a concept known as "suspension of disbelief." You and the audience more or less agree on some level that they are not, indeed sitting on their duffs in a dark room watching actors in pancake makeup walking around painted plywood sets. They are in fact in medieval England, participating in the court of King Richard.

    The most effective games for me were the ones that were not trying to be photorealistic. Early games developers really were on to something employing anime for graphical sequences and character charts.

    Robotech was one of the most realistic playstation 2 games I've played. Not because the planes and robots looked like actual real-world weapons. It was because they looked and acted like the weapons from the cartoon series I remembered as a kid.

    The animation sequences in Dungeon keeper 2 were absolutely believable. The same animation quality applied to Blizzard's Starcraft was not. Why? Dungeon keeper didn't try to look real, and employed a lot of tongue in cheek cartoony elements. Starcraft tried to be entirely too serious.

    And don't get me started on Squaresoft...

    --
    "Learning is not compulsory... neither is survival."
    --Dr.W.Edwards Deming
    1. Re:Style by jfengel · · Score: 4, Interesting

      I think William Shakespeare said it best:

      O for a Muse of fire, that would ascend
      The brightest heaven of invention,
      A kingdom for a stage, princes to act
      And monarchs to behold the swelling scene!
      Then should the warlike Harry, like himself,
      Assume the port of Mars; and at his heels,
      Leash'd in like hounds, should famine, sword and fire
      Crouch for employment. But pardon, and gentles all,
      The flat unraised spirits that have dared
      On this unworthy scaffold to bring forth
      So great an object: can this cockpit hold
      The vasty fields of France? or may we cram
      Within this wooden O the very casques
      That did affright the air at Agincourt?
      O, pardon! since a crooked figure may
      Attest in little place a million;
      And let us, ciphers to this great accompt,
      On your imaginary forces work.
      Suppose within the girdle of these walls
      Are now confined two mighty monarchies,
      Whose high upreared and abutting fronts
      The perilous narrow ocean parts asunder:
      Piece out our imperfections with your thoughts;
      Into a thousand parts divide on man,
      And make imaginary puissance;
      Think when we talk of horses, that you see them
      Printing their proud hoofs i' the receiving earth;
      For 'tis your thoughts that now must deck our kings,
      Carry them here and there; jumping o'er times,
      Turning the accomplishment of many years
      Into an hour-glass: for the which supply,
      Admit me Chorus to this history;
      Who prologue-like your humble patience pray,
      Gently to hear, kindly to judge, our play.

      God I love that speech.

    2. Re:Style by Zixia · · Score: 3, Funny

      I think William Shakespeare said it best:

      O for a Muse of fire, that would ascend
      The brightest heaven of invention,
      A kingdom for a stage, princes to act
      And monarchs to behold the swelling scene!


      Why the FUCK did I think that read 'William Shatner'? I was expecting the 'I am Canadian' speech.

    3. Re:Style by jfengel · · Score: 1

      For what it's worth, I've heard William Shatner do that speech. He was actually pretty good, but the music was very 70s and made for a horrific presentation.

    4. Re:Style by ACPosterChild · · Score: 1

      Man, I was so confused for awhile. I totally read "William Shatner". My poor, poor brain.

    5. Re:Style by Zareste · · Score: 1
      And don't get me started on Squaresoft...

      Wahaha, oh it's true it's true. We'll have to face it sooner or later that everyone's yet to defeat Capcom in terms of artwork. They've got all the experienced cell and 3d artists that really know their field, while the kids at Squaresoft have this funny idea that if you just use a whole bunch of 3d artists, that automatically makes everything they do cool, and makes up for crappy gameplay and repetitive storylines.

      There are far worse cases than Squaresoft, of course, but they're kind of popular so we can pick on them all we want :)

      --
      I am NOT a number! I am a - oh wait, I'm number 761710. Look! 761710!
    6. Re:Style by Anonymous Coward · · Score: 0

      And I bet you don't have a single, fucking clue what it meant. Give it up, Linux Loser, you're not ready for the tech world yet.

    7. Re:Style by FauxReal · · Score: 1

      Strange... I read that as Shatner too.

      I think it comes down to this... Shatner is a cheeseball but he's funny in a self parodizing overly serious way. I'd like to see Shatner replace Ronald as the McDonald's mascot. Maybe even Andy Rooney on 60 minutes too.

      But I've been smoking reefer, what were you smoking?

    8. Re:Style by bigsmelly · · Score: 1

      Shatner started out as a shakespearian actor.

      His delivery - very good, and interesting for theatre work

  61. The Author Uses Bad Examples by Slyght · · Score: 1

    Why did the author choose to use Alias as his prime example, when that game has crappy facial animation? I agree with him, the characters in that game close-up look like shoddy mock-ups of their real-life counterparts, but there are a plethora of games/movies/art with much more realistic-looking humans than that game (or any of the other examples he mentioned). How about Final Fantasy: The Spirits Within, or the Flight of Osiris? Those come amazingly close to realistic without looking creepy. Or how about Half Life 2's Source engine that makes facial animation look real? If the author was only going to use examples that supported his point, he may has well have used Space Invaders as an example.

    1. Re:The Author Uses Bad Examples by Anonymous Coward · · Score: 0

      Because the entire article is an advert.

      They have taken the game, and moulded the entire article about it.

  62. Hollywood Beware! by unclejeb · · Score: 1

    My take is that things will simply keep improving until humans rendered in games do begin to show proper facial expressions. That would make things more immersive in my opinion. But this capability would not only affect games. Once this point is reached it may be hard to imagine but making movies the old fashioned way could go the way of the dinosaur. Imagine that full scale action movies could be made in the not too distant future without pesky actor contracts, etc. Take it a step further and voices could be generated as well removing even voice acting as a requirement. I'm not sure if this would be a good or a bad thing...

    --
    "Never let your sense of morals get in the way of doing what's right." - Isaac Asimov
    1. Re:Hollywood Beware! by EvilTwinSkippy · · Score: 2, Interesting
      Never happen.

      And here is why. Animation artists are far more expensive. You don't NEED an a-list actor to make a movie. You can assemble a respectable cast for a movie from a local community theater. Scratch that. Americans aren't used to people who can actually act.

      Which brings me to point 2. Actors in movies don't "act". They are charactatures bumbling through a plot while reciting lines. Tom Cruise plays Tom Cruise in all of his movies. Keanu Reeves plays Keanu Reeves. Characters a made up of all the subtle gestures, inflections, and involuntary ticks they make while performing.

      Yes, a computer could synthesize quirks. But keeping it consistent enough to build a "star" would take far more effort than simply hiring an actor. (Note that all animated blockbusters until now DID use real actors to generate voice and gestures.)

      Give people some credit. The star system aside, we are cheap to make, and we can make stuff up on he fly that leaves a team of artists working on the world's most powerful computers in the dust.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    2. Re:Hollywood Beware! by unclejeb · · Score: 1

      Never say never. I wasn't implying that actors should be replaced but that they could be (eventually). But I must say your points were well laid out and I will rumenate some more :) As far as this: "Americans aren't used to people who can actually act." That seems a bit of a broad stroke against the American viewership. I can hardly believe that everybody likes a lot of the tripe that gets splashed on movie screens in the US but with actors like Gregory Peck, Jack Nicholson, etc. it seems a bit unfair to say it like that. Well maybe we are in a bit of a slump these days...

      --
      "Never let your sense of morals get in the way of doing what's right." - Isaac Asimov
  63. the reason by Anonymous Coward · · Score: 0

    The reason why this is so, is because we're in the middle of the scale, inching towards realism. We're not quite there yet and so it looks funny. One day we will have computer games so real we wont be able to tell them apart from reality.

  64. Polar Express by nerdup · · Score: 2, Interesting

    A really good example of how creepy these characters can be is the soon-to-be-released Polar Express movie (http://polarexpressmovie.warnerbros.com/) starring Tom Hanks. The kids look exactly as the author of the article describes: like animated corpses. there is a lot of buzz on the cg and 3d animation forums about why this movie looks so bad, but i think the best answer is that they took a great actor (tom hanks) and motion captured his acting so they could apply it to a cg actor that couldn't act as well.

    1. Re:Polar Express by th1ckasabr1ck · · Score: 1
      What's the point of using making computer-generated versions of human beings. Why not just use real humans? Use computers to make dragons, the balrog, etc.

      This makes no sense at all to me.

    2. Re:Polar Express by Slyght · · Score: 1

      Polar Express was animated in what I like to call "Kiddy CG", similar to the humans in Shrek. Rather than go for total realism like the Final Fantasy team tries to do, this approach purposely takes a step back to sorta make the characters a little bit cartoonish. What we end up with is creepy-looking characters who seem to move in a jerky fashion (just look at how the character in Shrek dance as an example). I'm not a fan of it.

    3. Re:Polar Express by Slyght · · Score: 1

      What's the point of having the Simpsons as a cartoon, why not just use real humans? Because it's an artform, just like CG. studios make the concious choice to make the entire movie in CG, which gives them more freedoms and more restrictions at the same time.

    4. Re:Polar Express by perlchild · · Score: 1

      You might want to read up on this thread, and wonder with us how to improve the motion capture devices, just how sophisticated they have to be to capture full facial motions. IMHO They aren't quite there yet, most motion capture points capture perhaps a hundred points total for the head, when the face alone more than likely has half-again that number. Another factor to keep in mind is that these suits must be quite uncomfortable for the captured actor, who is then discouraged from making some of the most subtle motions. Perhaps putting trackable dots(RFID Tags?) sticking on the face, and tracking them externally, instead of using a heavy suit and mask, might be a better solution.

    5. Re:Polar Express by dustmote · · Score: 1

      Something massage school has taught me is not to underestimate the importance of knowing the relevant anatomy. Do they do models of all the facial muscles and their attachments, and recreate motion using those ranges? It strikes me that the easiest way to simulate facial expressions is to learn what underlying tensions and structures create them, and simulate that first. There are so many tiny little muscles in the face, and most of the faces that I have seen in CG don't utilize but about 20-30 percent of the actual motion that people's faces go through. I've seen them get one or two expressions right, but they're always the extreme emotions, ones that use gross motor control rather than fine.

      --


      -1, "1337" speak
  65. Animations doing animations? by pjt33 · · Score: 3, Funny

    Now [i]that's[/i] creepy.

  66. Stop doing that! by Anonymous Coward · · Score: 0

    Interstate 76? Thanks a lot. You just gave me Schuylkill Expressway flashbacks!

    Note to mods: Don't mod down just because you don't get the joke.

  67. its the computers by Ryntis · · Score: 1

    if you look at 3d animation today, look at movies like blade 2, the matrix revolations, spiderman, starwars 1-2-3.. they give perfect examples of how we can make believable characters with 3d animation.. all video games are are 3d movies rendered in real time. so in truth, once we have computers that can render starwars epidode 1/2/3 in realtime.. we'll have believable 3d characters.. so nvidia and intel gotta get off their butts and do it :)

    1. Re:its the computers by xombo · · Score: 1

      Those films all had horrible CG effects. I found it very easy to pick out parts that were rendered and parts that weren't. Everything looked like a big, fancy comic book.

  68. Polar Express by gregvr · · Score: 1
    I'm surprised that no one has commented on the upcoming movie "Polar Express". I saw a trailer for this during Harry Potter. (you can see it too, from Apple's Quicktime site).

    It is a fully computer rendered movie, and lots and lots of it looks __GREAT__. Just amazingly detailed, wonderfully warm backgrounds, objects, etc.

    But then we get to the people. Very very realistic looking, in still shots. But when you watch the video, they look... well... CREEPY! Amazingly creepy. I couldn't figure out what was wrong... was it a slight problem in the lip-syncing? Or was it just some sort of motion problem (I think most of the movie was shot with motion capture). Or what... I couldn't figure it out.

    So then to read this article (yes, I RTFA), and realize that it might be an unsolvable problem... that's a strange thought.

  69. I vote for more of... by Anita+Coney · · Score: 1

    ...Lara Croft's attributes!!! Much more!

    --
    If someone says he and his monkey have nothing to hide, they almost certainly do.
  70. non-shiny examples by swerk · · Score: 1

    Metal Gear Solid(TS, 2, 3): non-shiny, "realistic" facial models, but there's something not quite right with the animation.

    007-Everything or Nothing: face models and textures taken from actual human actors, still don't animate quite right or look "alive".

    Final Fantasy XII: granted, there are only screenshots/movies to go on so far, but again, real-looking faces that don't move quite right.

    Going off on a tangent, I've thought every Final Fantasy game that tried to look "real" (VIII, X, X-2, XI) came off as creepy, while the more abstract/toony ones (VI, VII, IX, Crystal Chronicles) were fantastic, in part due to being better able to relate to these abstract characters than not-quite-perfect ones, as the article mentions.

  71. That guy has to be a real chicken... by crasher35 · · Score: 1
    If you're creeped out by realistic looking, computer animated faces, then you must be a real chicken. I have no clue what this guy is really talking about. While reading this article, the whole time I was thinking about Final Fantasy X and how deeply in love I fell with each character in the game. There was nothing creepy about them. Ofcourse I could easily tell that they're not real, however their feelings became as real to me as any animated character... I mean, if he gets scared at the sight of Tidus' or Yuna's face then he must be the biggest chicken alive!

    Even with what I've just said, I still think that developers should spend less time on graphics because lately I've seen a bigger focus on graphics and not enough on Gameplay. I think creativity has suffered because of it, meanwhile, the most creative games I've played recently have had pretty crappy graphics, but have insanely fun (i.e. Wario Ware, and some GBA games).

    --

    I don't like to sit. Sitting is for people who like to sit.

  72. corpse like? by Norgus · · Score: 1

    This is great news for developers of games such as Resident Evil! They don't have to wait till the rendering guys perfect thier art to get the desired effect in the models.

  73. Want to know what makes that easy to spot as CGI? by WIAKywbfatw · · Score: 1

    The hands. They're a dead giveaway, especially the fingers.

    --

    "Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
  74. Great article, but: by Anonymous Coward · · Score: 0

    This makes me want to go watch Blade Runner... again.

  75. Look... by Anonymous Coward · · Score: 0

    As long as the digital characters are _played_ by humans (as in LOTR with that Shmegal or whatever that guys name is) then it has the potential to look good.

    Even if the character is not played by a human it can still have good results. Has this guy not seen any of the animation movies recently? Shrek???

  76. Fear Factor? Uh...no by Anonymous Coward · · Score: 0

    Some of the best game designers understand this, too. Jet Grind Radio, the old Fear Factor series...

    Uh...the "Fear Factor" games were renamed to "Fear Effect" quite a few months before their release, which was quite a few years ago now... Nice to see Slate keeping up with the news...

  77. Not-shiny is hard by garyebickford · · Score: 2, Interesting

    Natural skin texture and optical characteristics are quite difficult. For a long time nobody had done it at all, now I think it just takes a lot more computing power. The skin tones in "Toy Story" were a major technical advance, and used ray tracing. Specular reflection (shiny) is relatively straightforward to do via either ray tracing (the mathematically "correct" method) or faking it by just changing the shade depending on the approximate location of the lighting and angle on each patch of the surface. This can be futzed with to soften it somewhat, else everything would look like it was made of plastic. I don't follow video boards, but this is probably basically what they're doing, because ray tracing would be too computationally expensive.

    To do it correctly requires ray tracing not just a single ray (ray tracing is done backwards from eye, off surface, to other surfaces if appropriate, etc.) to the light source, which is computationally expensive already, but at each surface you have to multiply the number of source rays coming from many angles, to approximate the diffuse reflection of light contributed from all surfaces the scene. So each ray can explode into a large number of additional contributing rays. This quickly starts to look a lot like a render-wall problem.

    --
    It's easier to be a result of the past, but more fun to be a cause of the future! http://www.spacefinancegroup.com/
    1. Re:Not-shiny is hard by KrispyKringle · · Score: 0
      Actually, a ``matte'' texture should be a lot less computationally expensive. Think lambert in Maya instead of a blinn or anistropic. I don't know what rendering method most games use, but a non-reflective texture--or less reflective--will have fewer rays to trace if you are doing ray tracing. Realism doesn't have a lot to do with that, I don't think; the big issue is coming up with a realistic texture map and bump map.

      Of course, for something like a pre-rendered movie, you can do far more advanced techniques, but I think things like subsurface scattering are a ways away for realtime graphics yet.

      So in short, I haven't noticed that video games all have shiny human skin textures, but I am not much of a gamer, either. But if that is the case, it shouldn't be due to computational limitations.

    2. Re:Not-shiny is hard by Soul-Burn666 · · Score: 1

      "I don't know what rendering method most games use, but a non-reflective texture--or less reflective--will have fewer rays to trace if you are doing ray tracing."

      That's not the case. The fact is that specifically reflective surfaces take the ray that hits it and pretty much sends out only a single ray, the reflected ray.
      When the object is "matte", then the light actually comes from many different directions, the light source direction, the light that radiates from the light source onto a nearby almost matte surface and so on.
      When the surface is really reflective, these minor light changes are hardly noticable.

      Advanced lighting methods use Radiosity. Calculating the radiated rays from all surfaces, including supposedly matte ones.

      You can see it for yourself, you wouldn't consider you hand reflective but if you have a strong light source (sun), you can see it changes the lighting A LOT, in a wide radius, and that's what is very hard to recreate.

      --
      ^_^
    3. Re:Not-shiny is hard by KrispyKringle · · Score: 0

      That's a good point. I hadn't considered this. Nonetheless, in some simple form, plenty of games do do matte surfaces. And they don't seem to be doing any sort of reflectivity to the point that it slows them down at all (they don't seem to be doing much ray scattering or anything like that). But like I said, I don't know much about video games. Could be wrong.

    4. Re:Not-shiny is hard by Soul-Burn666 · · Score: 1

      In the specific case of video games, they never do this radiosity at runtime because it is a VERY computationally intensive.
      Most games do the following:
      (offline)
      1. Create world data.
      2. Calculate radiosity, takes a long time, store in lightmaps.
      (online)
      3. Light surfaces using that lightmap and add some real time lighting, such as dynamic (read: moving) lights and fake shadows in various ways.

      That's why worlds and rooms do look somewhat realistic, but only for static areas. When you see something move and hardly changes the lighting, it doesn't look good.

      In the Doom3 engine, they are not going to using these radiosity/lightmap calculations, but rather use better dynamic lighting methods, which if you saw demos still looks very good, and much more dynamic than the standard methods.

      --
      ^_^
    5. Re:Not-shiny is hard by Anonymous Coward · · Score: 0

      it is a good point, you fucking moron. you don't know shit about games, programming, or pussy you ain't seen since you came out yo mama...


      (posting anonymously to preserve precious karma)

  78. What a cocky son of a bitch by pVoid · · Score: 1
    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.

    The author has an inkling of a point, but he is just so cocky it's aggravating me to the point of not believing anything he says. I have officially flipped the bozo bit on him.

    Btw, in the article that he mentions, the uncanny valley isn't the end of it, it's just a dip before achieving perfection. Sure it's true that right now we have graphics that are getting very close but not quite there yet, but it doesn't mean we should start backtracking towards Leisure Suit Larry characters drawn on all of 18 pixels of canvas.

    Oh and making comments about Picasso's motives? How much more conceited can you get?

  79. outstanding by Prince+Vegeta+SSJ4 · · Score: 1

    that is really good, but as the original poster said, the shirt looks fake, to me the eyes give it away, although they don't look 'lifeless', they still seem to be missing something.

    1. Re:outstanding by Mr+Guy · · Score: 2, Interesting

      I'm not sure it's that they are missing something, but they are TOO round and shiny. Eyes don't fully reflect everything making his seem marble like. The teeth look like dentures at best too. It's very good, but definitely strikes me as wax like.

    2. Re:outstanding by Anonymous Coward · · Score: 0

      Yes, it's wax-like. To me it's pretty indistinguishable from a photograph of a very good plastic model - I put that down to a complete lack of motion blurring. It's utterly static. And probably the lack of background emphasises it's fakeness as well.

      Good grief, there's some impressive stuff in that gallery!

    3. Re:outstanding by jhobbs · · Score: 1

      Tottally the eyes. They look glass. The first thing I noticed was the too perfect eyes, there is no red in the whites and they just look like glass eyes. They succeeded in turning a friendly old man into someone I would cross the street to avoid.

    4. Re:outstanding by Squid · · Score: 1

      The skin is too close to all the same shade, and the depth of field defocus effect is distracting. Makes him look painted and four inches tall.

      Eyes don't point the same way. Or rather, they do, but there's something wrong with the reflections in them that makes it look like they don't.

      A background would help a lot.

  80. Re:Want to know what makes that easy to spot as CG by Anonymous Coward · · Score: 0

    one hand does look a little mannequin-esque, but i think the skin is what gives it away, at least for me.

  81. All detailed graphics for games sucks... by Yaa+101 · · Score: 1

    That is in my own opinion... My favorites are still games with graphics like simcity 2k, not 3k or 4k or other modern crap.

  82. Animation and Graphics TOTALLY SEPERATE THINGS! by mr_rizla · · Score: 1

    This article completely misses the real point. Computer Graphics are made to be more lifelike by two things. ANIMATION and GRAPHICS. And in order to look good, or creep you out less, the animation is far more important.

    If a character with pretty bad graphics moves perfectly with great animation (whether it be exaggerated cartoon style or realistic) then it'll look good, because it has "life and soul".

    If a character looks amazing, but moves like a wooden puppet, one limb at a time, then there's your "creepy" look. It just doesn't wash, the audience is lost, no involvement, wow that looks quite pretty but lets move on.

    Problem is that the more complex a character, ie the better it looks (assumption complex=better not necessarily true), the harder it is to animate properly. For Aki they had something like 20 animators devoted to just her hair she was that complicated.

    Why do you think everybody in the film was basically bald? ;o)

  83. Games are art by SoopahMan · · Score: 1
    The missing piece to this "Uncanny Valley" and games is the fact that game graphics are art, even if they often are not treated as such.

    You make a good point - if the human face is not perfectly real but has an appealling artistic style to it, the emotional response is still strong. The example game in the Slate article is Alias; a look at the screens shows us a fairly boring series of images - the character mimics Jennifer Garner's well-known face but doesn't do it perfectly, nor does it do so stylistically. There's nothing dramatic or impressive about her 3D model or her environment.

    A perfect contrast is the Splinter Cell series. Sam Fisher does not look like a real human, though he's very close. He should be at the drowning point of the Uncanny Valley. Yet Splinter Cell elicits some very strong responses from players - why? Because the game is rife with style.

    I think Half Life 2 is about to prove this article wrong as well ;o)

  84. In the future... by RedBikeRider · · Score: 1

    ...first person shooters won't be much fun because the enemies will be rendered so realistically and behave so naturally that you won't be able to kill them (unless you're some kind of psycho). Instead of exploding or vanishing like in current games, they'll lie there for the whole game, calling out weakly for their mothers, pleading for help, choking on their own blood. Doesn't sound like much fun to me!

  85. You weren't nitpicking by *weasel · · Score: 3, Insightful

    But I'm probably just nitpicking semantics....
    No, that's actually the whole point of the Uncanny Valley.

    To take the red pants, red shirt analogy:
    The point is: we're trying to get the pants ever closer to matching the shirt, but it's proving really difficult to do. As we get closer and closer to matching, we're finding out that human perception has a finer resolution than we previously though. And the closer the shirt and pants get to matching, the more distracting it becomes, and the more the detail and not the whole becomes the focus of our attention.

    The previous poster was trying to suggest that as technology improves, we will indeed be able to make the pants match the shirt perfectly, and there will be no divide.

    Many people tend to doubt that. Most feel we're working with two entirely different fabrics, and human perception is so good that exact matching just isn't possible. Therefore, they feel it's better to focus on complementary style.

    --
    // "Can't clowns and pirates just -try- to get along?"
    1. Re:You weren't nitpicking by bigmammoth · · Score: 1

      come-on now. . What time frame are we talking about? I mean in a few years (20-30) we will likely have direct neural taps that replicate reality on the neurological level, sending the same electrical impulses that actual sensory perception would have sent. I don't see how that can't be considered realistic when your brain has no way of telling the difference.

    2. Re:You weren't nitpicking by *weasel · · Score: 1

      One still has to render a photorealistic 'image' to transmit, even assuming neural taps are going to happen that soon. And rendering realism takes alot of horsepower. Maybe we'll have it in 20-30 years, I dunno. I'm not one of the people who is saying we can't achieve a perfect facsimile of reality. I honestly don't know; but there is more than one researcher out there who believes it. I was simply expressing their opinion because they've studied it for years, and I haven't, so I figured they deserved a bit of a mention.

      However, until we do achieve a perfect facsimile of reality (regardless of whether its impossible or not), the author of the article has a good point. Our attempts at realism are producing images that create an unsettling feeling that we don't have watching a Disney flick.

      --
      // "Can't clowns and pirates just -try- to get along?"
    3. Re:You weren't nitpicking by EvilTwinSkippy · · Score: 1
      To be the devil's advocate, lets go back to the alegory of the den.

      Let's say that in 30 years we do have a neural tap. There are going to be people whose primary experience is through the neural tap, and who only ever see the incomplete approximations that computers can produce.

      They wouldn't know there is more detail. Indeed, they might consider the extra detail to be an imperfection, event to the point of being offensive.

      Just look what Television has done to the art of communication. It's diced it up into information McNuggets, and packaged it in a technicolor box. People who learn primarily through TV are only content with ideas that are seemingly complete (however inaccurate), and can be expressed in less than 30 seconds.

      I'm often called on cast a technical eye on a report or communication that was prepared by a layman. Inevitably that document includes an comment or extrapolation that, while in everyday experience is accurate, it only holds under a controlled set of circumstances.

      Eek, I'm somewhere between recalling E.M. Forrester's The Machine Stops and finalizing a plotline for my book The Artifact.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    4. Re:You weren't nitpicking by *weasel · · Score: 3, Insightful

      lets go back to the alegory of the den
      Is that related to Plato's Allegory of the Cave? ;)
      I'll assume its the same; you can correct me if I'm wrong in that.

      There are going to be people whose primary experience is through the neural tap, and who only ever see the incomplete approximations that computers can produce.
      Primary experience is one thing, 'only ever' is quite another. If a person were to be born and raised with a nueral tap presenting an 'incomplete' version of reality, then arguably they would be fine with their 'incomplete' reality. That however would be a minor point, as without stimulation of the physical eyes, the retina simply won't attach to the optic nerve. People who 'grow up' with a neural tap would be blind if they were unplugged.

      If a person does grow up and learn to see with their eyes, then even if it isn't the primary method of sensation, the incomplete reality will still be subject to the uncanny valley.

      Those growing up knowing /only/ the feed from their neural tap might well perfectly accept their incomplete reality. Arguably, hardware revisions that increase resolution and accuracy would also be acceptable to them. In a nutshell, that's how perfectly normal children go through the process of learning to see: a slow refinement of their visual resolution. I think it's only the step backwards in delivery that causes a problem.

      Just look what Television has done to the art of communication...
      I think it may be a bit early to wade into this side of the pool. I believe the jury on ADD and entertainment is still out.

      I'm often called on cast a technical eye on a report or communication that was prepared by a layman. Inevitably that document includes an comment or extrapolation that, while in everyday experience is accurate, it only holds under a controlled set of circumstances.
      I'm missing the relevance here. It seems as if you are simply restating that laymen are incompletely trained. Isn't that the definition of being a layperson? And how does this relate to the human revulsion toward the almost-real?

      --
      // "Can't clowns and pirates just -try- to get along?"
    5. Re:You weren't nitpicking by Anonymous Coward · · Score: 0

      The Den is The Cave with cable and a more comfortable seat.

  86. It's worth skipping mod points for this: by Wacky_Wookie · · Score: 1
    I think if the above article is true, and HDTV prevents Hollywood and network TV from faking beauty, then it could be very good for peoples personal well being. HDTV and ultra high def-movies would force Hollywood and Network television to abandon the forever-young look and the plastic look. Two things would happen:

    1) Hollywood et all would be forced to allow people to age more naturally on screen, allowing (and requiring) more realistic casting. No more 28-year-old Hollywood stars cast as high school seniors.

    2) Casting people who are naturally or un-conventionally beautiful would become the norm, instead of people who are mere canvases for make-up artists.

    I find that European television (and films) have always had a more natural approach when it came to make-up and casting for actors and actresses. British TV characters are far less likely to look like they just had a manicure after every shot.

    I think this would help improve peoples self esteem greatly, if all their heroes and roll models resembled real people more often.

    1. Re:It's worth skipping mod points for this: by mochan_s · · Score: 1

      You obviously under-estimate the brain's ability to be fooled. I'm sure hollywood will devise methods, effects to counter that. If your brain could be fooled on VHS, then it can be fooled on HDTV! It's just that the technology is new and no-one's figured that out yet.

    2. Re:It's worth skipping mod points for this: by pohl · · Score: 1

      Maybe instead we'll see a more modern rendition of the Star Trek (TOS) soft-lens thing that they used whenever Kirk looked at a woman. ("Oh, earth man, teach me how to LUV!") Instead it will be a digital effect of some sort. I think for ST they smeared a lens filter with vaseline or something low-tech like that.

      --

      The "cue the foo posts in 3, 2, 1..." posts will commence with no subsequent foo posts in 3, 2, 1...

    3. Re:It's worth skipping mod points for this: by Smack · · Score: 1

      Full-rez paparazzi/press photos float around sometimes, and even the best-looking actresses don't look perfect at 5 megapixels. Bigger than lifesize, and you can actually see their makeup.

    4. Re:It's worth skipping mod points for this: by superflippy · · Score: 1

      Hollywood et all would be forced to allow people to age more naturally on screen

      Maybe I'm a pessimist, but I think it's more likely that actors, particularly women, would have shorter careers as they get replaced by fresh-faced teens the moment they get their first wrinkle. All the "aging" actors would then have to move into the parent/judge/old codger roles much sooner than they do now.

      --
      Your fantasies contain the seeds of important concepts.
  87. Re:Yet More Predictions about What Computers Can't by Methuseus · · Score: 1

    I thought that the CGI sequences of Neo were the less zombie-like moments in Keanu's acting career. ;)

    --
    Two things are infinite: the universe and human stupidity, though I'm not yet sure about the universe. - A Einstein
  88. This has been my problem... by figa · · Score: 2, Funny

    with Robin Williams for a long time.

  89. OT: and just out of curiosity.... by reverendG · · Score: 1

    I'm curious where you served. No disrespect at all intended.

    I had some buddies in the 82nd who were in Somalia and knew some guys who'd been in Bosnia, and we had a couple of guys who'd been in the first Iraq war. Thankfully, I never "got the chance" to go to war.

    Incidentally, I agree with the sibling poster who says that it's better to have people play FPS to learn that they're not invulnerable.

    --

    Why should I argue rationally with someone being irrational? I'll just mock them instead.
    1. Re:OT: and just out of curiosity.... by EvilTwinSkippy · · Score: 3, Interesting
      Incidentally, I agree with the sibling poster who says that it's better to have people play FPS to learn that they're not invulnerable.

      It doesn't take a FPS to do that. Before we had computer graphics, Generals would act out upcoming battles on massive game tables, using chance to simulate complex components of battle. Both sides in WWII used this technique with pretty good success. Well, when they used it. The Nazis stopped using simulations when Hitler got it in his head that he was some sort of Napolean.

      In the Art of War, Sun Tsu writes: Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat, how much more no calculation at all!

      Not exactly on topic...

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    2. Re:OT: and just out of curiosity.... by core+plexus · · Score: 1
      "In the Art of War, Sun Tsu writes: Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat, how much more no calculation at all!"

      In the Army, we called that "The Seven P's":

      Piss Poor Prior Planning Produces Poor Performance or, Proper Prior Planning Prevents Piss Poor Performance.

      -cp-

      Girl Scouts skin beavers?

  90. Express reasons by deathcloset · · Score: 1

    I don't know. the half life 2 faces didn't look too creepy to me. they looked great.
    Perhaps the creepiness is in part to blame for the designers lack of education in the field of human facial expression and such.
    I argue that even if skin textures are just a bit off in games, and even if there are little whirring noises in androids, humans will have no trouble relating so long as the entity smiles correctly.
    I understand that the article states that its the very subtle, basically tiny "offs" that are the creepiness factor, but I think it is the wax museum effect.
    Those wax replicas in a museum look very realistic. but thier facial expressions are horrid! they smile, but do NOT look lifelike
    In half life 2, at least from the trailer, the characters didn't seem to bother me at all.
    I believe this is the result of the development team wisely bringing in an expert on such matters, rather than trying to tackle this subtle bit of human interaction on thier own.
    The facial expressions in Half-Life 2 are all based on the work of Dr. Paul Eckman's work at the University of California on the taxonomy of facial expressions, and it is amazing just how much emotion the models can express with 40 animated facial muscles, ranging from noticeable sadness to anger to giddiness.
    How many programmers and/or electronic engineers are considered experts at social interaction?

  91. It's because technology is not good enough. by master_p · · Score: 1

    Of course something that looks like a human being, but it does not behave exactly like one, would be creepy. But, given enough time, graphics/robots will come to a point that they are not creepy any more.

    Imagine a robot at ST:TNG Lt Data's level. Is that creepy ? I don't think so.

    And the humans in Half Life 2 don't seem creepy at all. Especially the girl has tremendous facial expressions, so life-like (unlike Doom III, where characters are indeed like zombies).

  92. Lara astounds two brains in gamer guys... by geekpuppySEA · · Score: 2, Funny
    ...but I'm not sure that's the brain talking."

    Well: men have two brains to think with, but only enough blood to use one at a time.

    --
    Intelligent Design: because MATH is HARD.
  93. Re:Want to know what makes that easy to spot as CG by ca1v1n · · Score: 1

    And the elbows! I guess they didn't quite figure out how to model skin and the underlying flesh compressing and folding. If you look really carefully, you might also notice a complete lack of any kind of folding at her armpits as well, but you can't seem much of that, since one is mostly hidden and the other's in shade.

  94. Yeah, no joke... by ProppaT · · Score: 1

    2D.

    SNES

    Best game system ever!

    --
    Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  95. Getting further off topic... by m.h.2 · · Score: 2, Interesting

    It's odd how the Government's recent use of American soldiers has modified the public's perspective of soldiers in general. The main purpose of a soldier is to fight. These people are recruited and trained to kill, not to be social workers, prison guards, traffic cops, etc. (IMO, this is the most important reason why American troops should not be in Iraq. The "soldier-ing" is done!) To that end, I would think that the military would *want* people with a "death fetish" and/or people who can handle seeing other peoples' body parts blown off.

    1. Re:Getting further off topic... by kavi_3 · · Score: 2, Interesting

      The military wants people that can kill when given an order, but not people that are so fucked up that they cannot work in a team. Teamwork is incredibly important to the military, no body wins a war all by themselves. People with a "death fetish" are not going to be good as part of a team, even in a team of other "death fetishists."

      --
      "Attention Citizens, 2+2 now equals 3.947547175. Please recalibrate your equipment now" --The Computer
    2. Re:Getting further off topic... by gilroy · · Score: 1
      Blockquoth the poster:

      To that end, I would think that the military would *want* people with a "death fetish" and/or people who can handle seeing other peoples' body parts blown off.

      Well, isn't that quote a terrifying window into modern understanding? The military needs people who can kill but it has no need of people who want to kill. One of the advances since the Enlightenment is that war is a thing to be avoided when at all possible, that it is not a thing to glory in or seek out. In an imperfect world, military force is going to be necessary sometimes ... but you want the guys with the guns and the nukes to be resistant to the seductive call of destruction.

      In the ancient world the military ideal for a free society was Cincinnatus. In our history, it's Washington. Or to draw upon recent commentary: the "Greatest Generation" wasn't great because they fought and won a war. They were great because when that war was over, they built a peace.
    3. Re:Getting further off topic... by EvilTwinSkippy · · Score: 1
      To fight and conquer in all your battles is not supreme excellence; supreme excellence consists in breaking the enemy's resistance without fighting. In the practical art of war, the best thing of all is to take the enemy's country whole and intact; to shatter and destroy it is not so good. So, too, it is better to capture an army entire than to destroy it, to capture a regiment, a detachment, or a company entire than to destroy them.

      Thus the highest form of generalship is to balk the enemy's plans; the next best is to prevent the junction of the enemy's forces; the next in order is to attack the enemy's army in the field, and the worst policy of all is to besiege walled cities. because preparation of mantlets, movable shelters and various implements of war will take up three whole months and the piling up of mounds over against the walls will take three months more. The general, unable to control his irritation, will launch his men to the assault like swarming ants, with the result that one third of his men are slain, while the town still remains untaken. Such are the disastrous effects of a siege.

      The skillful leader subdues the enemy's troops without any fighting; he captures their cities without laying siege to them; he overthrows their kingdom without lengthy operations in the field. With his forces intact he disputes the mastery of the empire, and thus, without losing a man, his triumph is complete.

      This is the method of attacking by stratagem of using the sheathed sword.

      --Sun Tsu, The Art of War

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    4. Re:Getting further off topic... by m.h.2 · · Score: 1

      "Well, isn't that quote a terrifying window into modern understanding?"

      Ok, apparently, my understanding of the term "death fetish" is off. I firmly admit that I should have looked that up before using the Parent's term. However, your response is reading an awful lot into my statement. You're talking about generals and strategists. I'm talking about soldiers. The front-line fighters. The ones who actually have to look their enemies in the face while they're fighting them. Guess what? I *do* want those people to be "resistant to the seductive call of destruction" because they *NEED* to be. It's the responsibility of the commanders to do the thinking and to keep their forces under control. It's the job of the diplomats to keep us out of wars. The soldiers are divorced from these duties for a reason.

      And by the way, I don't recall advocating war and destruction in my post.

    5. Re:Getting further off topic... by m.h.2 · · Score: 1

      That's a great quote, however, it's out of context here. I said "soldier", not "general" or "leader". I'm talking about the people whose job it is to kill, not the people whose job it is to avoid getting to the point where killing is necessary.

  96. We'll never break through the sound barrier! by argent · · Score: 1

    ... 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.

    If you try and build a jet that can pass through the sound barrier you'll inevitably fail. It's a physical impossibility, it'll shake itself apart! Nobody can travel faster than sound!

    1. Re:We'll never break through the sound barrier! by Anonymous Coward · · Score: 0

      If you try and build a jet that can pass through the sound barrier you'll inevitably fail. It's a physical impossibility, it'll shake itself apart! Nobody can travel faster than sound!

      Egads! Someone call NASA, quick!

  97. No, no by xant · · Score: 1

    He's talking about the personalities that make up the two hills on either side of her uncanny valley.

    --
    It's rare that you're presented with a knob whose only two positions are Make History and Flee Your Glorious Destiny.
  98. Grimwade's Syndrome by Squid · · Score: 5, Interesting

    In an ep of Doctor Who (Robots of Death) was bandied about the term "Grimwade's Syndrome", a made-up name for a made-up condition where people go crazy in close quarters with robots, because they lack the usual body language to let humans know there are humans in the room.

    Not much in Doctor Who turns out to be startlingly prescient, but that certainly did. Grimwade's Syndrome is the best way to describe what the article is talking about - the discomfort of interacting (even one-way, via movie screen) with a "thing" that looks human while every intuitive sense in your brain screams not human.

    There's a lot that can be talked about here. I watch our pet bunnies interact with our cat - the cat doesn't try to eat them, which is interesting in itself, but more interesting is how the bunnies respond to the cat. They are confused by her. She is, to them, an only slightly funny-looking bunny, but frustratingly she does not "speak" their language. She doesn't make bunny body language, nor does she respond to it when the bunnies try to communicate with her via body language. I imagine what the bunnies are experiencing is similar to our notional Grimwade's Syndrome, they're interacting with a creepy simulacrum of a bunny that doesn't act quite right.

    Or consider this. Because we actually have an "FPU" (Face Processing Unit) in our brains, we pick up on degrees of subtlety in faces - we have perhaps a too-strict sense of beauty, in terms of which faces we find pleasing (ever stop to think how important symmetry is in a face?) - and we see faces anywhere there is even a remotely facelike shape, including the Moon. (I suspect it will come to be the defining characteristic of the human species that we can see a human face there - machine vision systems and alien intelligences will both stare at it and say "I still don't see it".)

    Humans therefore tend to react very strongly (understatement) to anything that makes the "FPU" work too hard. If it's sorta like a face but has big things wrong with it, it's "ugly" - maybe even to the point of being a "monster", be it an eyeless skull, a Grey Alien, or a person with a deformity or disfigurement. What IS an ideal, simple thing for the FPU to play with? We may describe an attractive person as "easy on the eyes" but I'd also make a case that the face detector also has an easy time with Hello Kitty, and Hello Kitty looks nothing like Jennifer Connelly. And people tend not to be scared of the "faces" found on the fronts of some cars (unless the driver is a maniac or the car is a Cuda) or of the man in the Moon for that matter, who is greatly distorted and asymmetrical at that. But hey, it's a complex and poorly understood system.

    What's interesting is what happens to people who've had damage to that part of the brain. Did anyone else catch the show - mighta been Scientific American Frontiers - where they profiled a guy who had a head injury and now believes his family have been replaced by clones? The kicker was that when they CALLED him and spoke to him over the phone, he believed it was really them, but in person he was certain, despite all better knowledge, that these were not his parents, these were replicants of some kind. Something to do with the part of his brain that considers a person familiar, was malfunctioning, and something at a higher level in his brain was getting uncomfortably confused between people who LOOK like his parents but do not register lower-level feelings of recognition like his parents would. The compulsion to believe this overrode all his better sense: he KNEW these were his real parents, but couldn't make it real in his head.

    We're ALL in that boat now with CGI. Our brains are confused: our FPUs are satisfied that the faces look real, but everything else is wrong, the movement is wrong, the behavior is wrong. We process what we're seeing as some kind of weird painting or a reanimated corpse. (And yes, Michael Jackson does trigger this response now that much of his face doesn't move normally when he speaks.) That creepy

    1. Re:Grimwade's Syndrome by Anonymous Coward · · Score: 0

      The show you reference is "Nova - Secrets Of The Mind"

    2. Re:Grimwade's Syndrome by Squid · · Score: 1

      The show you reference is "Nova - Secrets Of The Mind"

      Thanks!

    3. Re:Grimwade's Syndrome by capt.mellow · · Score: 1

      Years ago, my grandfather was very sick/delirious with meningitis. His countenance changed dramatically: the facial muscles no longer held the face in the normal manner, so it hung strangely, looking like a different person, or that someone had fashioned a mask of his face. He tossed and turned in the hospital bed, face contorting. Every movement and mannerism was alien. It was very disturbing, especially how his face looked "off" from its usual appearance. Once he came out of it, his normal facial tone returned. But I will never forget being extremely creeped out by that image.

  99. Ray-traced realism is very hard by apankrat · · Score: 1


    IIRC the key to a naturally-looking ray-traced skin (or any natural material for that matter) is twofold -

    * selecting a proper BRDF (bidirectional reflectance distribution function), which is very hard to get right even for a simple things like milk or paper

    * accounting for a surface translucency, ie the fact that the ray hitting the surface not only gets reflected or diffused back into the air, but also partially absorbed by the surface itself. See here for details (sample renderings included).

    Similarly to the what parent post said, both are very CPU-intensive problems, so you can go either with a brain-pleasing still picture of railgun bearer or an actual gameplay :) The choice is yours.

    --
    3.243F6A8885A308D313
  100. Success in the opposite direction: nethack by The+Fun+Guy · · Score: 2, Insightful

    To quote from a Salon article entitled The Best Game Ever:

    But beneath these primitive graphics is a game of such richness and endless variation it usually takes years to master, if at all. ... With the all-text Nethack, the preferred graphics card is your mind's eye. This enables you to feel real terror, say, at the approach of an innocuous letter "C" hopping toward you across the screen -- since it represents the cockatrice, an occult-spawned dungeon fowl whose bite turns heroes to stone. With little predigested visual mediation between game play and your imagination, you'd often get the sense that you were, so to speak, playing against the game itself.

    The best graphics are those that don't get in the way of the game.

    --
    The man who does not read good books has no advantage over the man who cannot read them. - Mark Twain
  101. Halflife 2 by Anonymous Coward · · Score: 0

    I believe that they toned down the realism of the charactors in HL2 because when they first did them they where too real looking, and seemed out of place and wrong.

  102. Gamer lingo nazi says: by BCGlorfindel · · Score: 1

    bunnyhopping jerkweeds you find in games like CounterStrike.

    As a pretty fanatical quake player I feel I need to clarify this comment. Bunny hopping is a side effect of the physics in the quake engine(s) where jumping and side stepping at the same time could give a speed boast. In CS, and the half-life engine in general, bunny hoping only makes you look stupid without offering any extra speed.

  103. Read "Understanding Comics" by Infonaut · · Score: 1
    This book is not really just about comics. There's a lot to it, but it's also very fun to read. One of Scott's key points is that the less photorealistic the representation of a human character, the easier it is for the reader to identify with that character. You, the reader, can essentially fill in the face and make it your own.

    Often times the suggestion of something is more emotionally powerful than the detailed representation of it. This is something Hitchcock used to great effect in his films, and is part of the reason why the most truly frightening movies are often the ones that don't show much gore.

    --
    Read the EFF's Fair Use FAQ
  104. Parent Batting 0.500 by Anonymous Coward · · Score: 4, Informative

    The animators didn't have a good grasp on (and probably didn't have the technology to model) realistic facial movements. They didn't convey a great deal of emotion.

    IAADA (I am a digital animator), and I'd like to point out that you're batting 0.500 in regards to this snippet. While it's true that the facial animation and a sizeable portion of the body language in the final product (no pun intended) both fell short of accurately conveying human-like emotional dynamics, declaring that the animators didn't know part of their craft (referring only to facial animation/body language), greatly oversimplifies the issue; what it mostly boils down to is Time.

    Firstly, the entire FF:TSW staff was comprised of some of the best in the business, bar none. Without getting too technical, the modeling techniques available to the modeling staff at the time of production could've indeed sufficed. In regards to complex organic surface modeling, I'm referring to NURBS ("Non-Uniform Rational B-Splines" - a type of curve) Patch Modeling: simply put, a technique involving only curves, where a modeler produces "patches" of any size one-by-one, and then "stitches" them together. Think of it roughly as tailoring a dress made only out of patches and with no visible seams, with as many patches as you'd like. The result: any desired surface, composed of any number of individual regions, each one able to infinitely deform itself while able to affect other nearby patches accordingly. However, patch modeling is painstakingly time-intensive, increasing nigh-exponentially when the amount of patches comprising a surface is increased. This in turn affects the animators' control, giving them near-infinite possibilities for motion, but also increasing the workload tremendously.

    IIRC, the characters in FF:TSW were in fact modeled using NURBS patches, but as I mentionned before, the number of patches used could've been two, five, or even tenfold, had the staff been given that much time to work on them. For example, compare the facial animation and body language in FF:TSW to the animation in The Animatrix's "Final Flight Of The Osiris", which was largely produced by the same team. If I may indulge, note the sly glance that the female lead throws to her male counterpart, when they find themselves on the Osiris' bridge just after their sword fight. That quarter-second of motion is nothing short of stunning, as was the rest! Why? Consider the running time of this short film compared to the full-length FF:TSW. Granted, the production schedule was shorter yet not proportional, while the modeling and animation technologies changed very little (granted, this is up for debate).

    So there you have it! If anything, the fact that the picture was already 2 years overdue when released leads me to place the blame for the "... [lack of] light in their eyes, or any of the other subtle facial clues we look for when talking to someone" largely on the producers trying to bite off more than they could chew. I'm certain that everyone on the team could pick up a share of the blame, but IMHO the entire endeavour was a laudable effort nonetheless, which greatly upped the bar in terms of achieving life-like digital animation. Cheers!

  105. The problem was the way they did it by Sycraft-fu · · Score: 1

    Good facial animation has been done for some time. As a good fairly receant example, watch Shrek. Despite Shrek being non-human, his facial expressions are quite real. Why? Becuase it was done the classic way: You film the voice actor delivering their lines, and animate the face to match the real expressions. Works quite well since our expressions tend to fit what we are saying.

    In FF, they tried to animate the expressions in a vaccuum based off of what they thought they ought to look like, and looking at their own faces. Doesn't work so well. There isn't a way for computers to calculate facial expression, at this point, so you need a good reference. Currently, the voice actor is one of the best.

    Had they done it that way, the movie would have been much more real. Not saying you won't see subtile detail lost to animation, but really, the expressions in Shrek are GOOD when you get down to it.

  106. my pet by dekeji · · Score: 1

    (That's partly why our pets seem so intelligent and humanlike.)

    My pet human seems very humanlike, although it never struck me as very intelligent.

    1. Re:my pet by thebatlab · · Score: 1

      So you're saying it resembles most humans then?

  107. There's a neurological condition by StalinsNotDead · · Score: 1

    There's actually a disorder that causes some people to not be able to identify faces, and many neurologists believe that it's a significant chunk of the brain devoted to identifying faces.Here's a page written by someone who suffers from Prosopagnosia(face blindness

    --
    Thanks to the internet, we can now all die alone together! -SomeWoman
  108. Hordes of the Underdark, anyone? by ca1v1n · · Score: 1

    I just played Hordes of the Underdark. I wanted to puke in the cutscene where the Valsharess tries to seduce the character. They have no problem making realistic drawings of her with depth and shadow, even making her come out looking pretty hot, but the game engine does not pull this off at all. Granted, Neverwinter Nights doesn't have the most sophisticated engine out there, but it's a fairly recent game which can on occasion stress fairly recent hardware, so the top of the line can't be a whole lot better.

  109. they're lifeless anyway by Anonymous Coward · · Score: 0

    "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."

    and this is different from your average Britney Spears interview with Ryan Seacrest......how?? =)

  110. Case in point by uncadonna · · Score: 3, Funny
    Saw the trailer for "Polar Express" before the new Harry Potter movie. I was revolted, far beyond my ordinary mundane revulsion for Christmas stories, but couldn't really express why.

    This explains it.

    --
    mt
    1. Re:Case in point by Rogue+Leader · · Score: 1

      When I saw Shrek2 a few weeks back, I was 'treated' to a trailer for the new Dreamworks animated movie Shark Tale. Click to see the movie poster:

      http://www.imdb.com/title/tt0307453/

      You wanna talk creepy? How about fish with distrubingly human faces pasted on. These make the Incredible Mr. Limpett look life-like.

      --

      worst sig ever. . .

  111. Scott McCloud's "Understanding Comics" by Wildfire+Darkstar · · Score: 1

    In his treatise on the comic book medium, "Understanding Comics," writer/artist Scott McCloud commented on what's basically the same phenomenon. For the purposes of the book, which was done in comic style, the host was a very stylized/simplified caricature of McCloud himself. In describing the reasons behind such stylization, he comments on how it forces the reader to move beyond surface characteristics, and focus on the message being portrayed. In other words, it's a artistic trick to keep the reader focus on the substance, not the style.

    This article kind of reminded me of that. Particularly considering that, in most video games, too much detail can distract from the specific goals of the game. The point is not to achieve artistic realism: you're not producing a travelogue, you're playing a game. In particular, stylized characters allow us to identify more closely with the figure, as we read our own preconceptions into the "gaps" in the portrayal, which is arguably even more important in video games than it is in comics, given that you're more likely given the role of the video game character to play than the comic book figure.

    Within reason, of course. Striking the balance between total simplicity (say, a stick figure, or a dot) and abject photorealism is probably the trickiest part of the whole bargain....

    --
    Sean Daugherty "I have walked in Eternity -- and Eternity weeps."
  112. nah they should just keep doing it by Anonymous Coward · · Score: 0

    Wasn't it like 5 years ago when they said they would never be able to render hair realisticly...anyway this happens in real life to me all the time...like when you see a woman from far away and they look normal but then you get close up and her face is burried in makeup. errruugg...it gives me shivers. i mean make-up is cool for changing how you look...like a costume or something but 99 times out of 100 women would look much better without. I mean all those ferckels character lines and shit are there for a reason..to make you look human. Molly Ringwald looks like a robot...along with every person younger then 20, and i don't know which is worse looking like a robot or trying to look like someone who is younger then 20....That says worse things about a person to me then a zit or a wrinkle or uneven skin tones do

    stendec@gmail.com

  113. Realistic Dolls by Manfre · · Score: 1

    I think this goes along the same lines as realistic looking dolls. They are creepy...maybe because of their frequency in horror movies.

  114. WOWZERS! by boy_afraid · · Score: 1

    I agree so far, this is the best I've seen so far. What made me thing this was real the the mouth area. The lips and chin show very nice surface realism and light reflection. What gave it away were the "glass" eyes.

  115. Botox by errxn · · Score: 2, Funny

    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....

    And this is different from real Hollywood actors how?

    --
    In Soviet Russia, Chuck Norris will still kick your ass.
  116. Input device technology for DDR? by tepples · · Score: 1

    You can already do that now with flight sims and driving sims etc, but certain things just can't used like that because the input device technology is not sufficient.

    Into which category do you believe dancing simulations fit? The latest one for PS2 uses a 3'x3' platform for the feet and a camera for the hands.

    1. Re:Input device technology for DDR? by Lord_Dweomer · · Score: 1
      I think basic dance simulations are useable, but compare someone who learned to dance using one of these versus someone who learned to dance by going to clubs/raves a lot and you'll see the difference easily.

      --
      Buy Steampunk Clothing Online!
  117. not really by Tumbleweed · · Score: 1

    If CG humans don't look 'realistic,' and instead look 'creepy,' then your 'realistic humans' aren't realistic, unless you're shooting for a 'creepy' CG human. Once they get to the point where they're not unintentionally-creepy, only THEN have you achieved 'realism.'

  118. Pinocchio? by tepples · · Score: 1

    The same fear may explain such things as why some people hate ... movies/shows where a doll/puppet/ventriloquist dummy come to life.

    Is that why "Pinocchio" with Roberto Benigni sucked? Or was it because of the horrible casting (Benigni should have played Geppetto for crying out loud) and the horrible voice dubbing for the U.S. market?

  119. Perceived Invulnerability by SeanDuggan · · Score: 4, Interesting

    In a game, you invariably respawn or reload from an earlier point. Sure, some people play "iron man" games where there is no saving, but that's rare, I suspect. Heck, most FPSes will currently save your game automatically before you run into a dangerous spot.

    I can personally attest to the odd mindset that can leave. I was working with some electronics at one point, shortly after a long gaming session. As I was reaching for some components, I realized I'd better first check to be sure everything was turned off and unplugged. THe thought right afterwards of, "Eh, I can always restore a save point" caused me sober up immediately and put off that work until I'd some sleep under my belt. *shrug* Or maybe I've just got a weak grasp of reality.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:Perceived Invulnerability by Anonymous Coward · · Score: 0

      You think that's bad?

      I was on a hardcore Jagged Alliance 2 binge of save, fight, die, reload, and my wife asked me something. I thought up a response, briefly thought "this might be a bad idea to say this", then dismissed this, thinking I can always reload.

      Needless to say, the wife did not support load points...

    2. Re:Perceived Invulnerability by MQBS · · Score: 2, Funny

      I know exactly what you mean.

      A few years ago, I was in to Baldur's Gate in a big way. For a week, I played the game from start to finish. When I was called to dinner by my parents right as I was psyching myself up for the final battle, I forgot to leave the game baggage behind. A few minutes in to dinner, I remember twitching my 'space-bar' thumb (pause in Baldur's Gate) to get up and use the bathroom, and being shocked for a few seconds that reality continued. It was a freaky expierience. I've never allowed myself to get that much into a game since.

      --
      The dream reveals the reality which conception lags behind. That is the horror of life- the terror of art. -Franz Kafka
    3. Re:Perceived Invulnerability by forgotmypassword · · Score: 1

      I tried to click a hyperlink on a piece of paper once.

      Please don't tell anyone.

    4. Re:Perceived Invulnerability by Anonymous Coward · · Score: 0

      I've written out HTML tags by hand on paper before.

    5. Re:Perceived Invulnerability by Thomas+Shaddack · · Score: 1

      I tried once to dial IP address on the phone. (Figured what I am doing when I reached the dot.)

  120. Asimov wrote this would happen back in 1983 by Anonymous Coward · · Score: 0

    In his series of books with Lije Baley and R.Raneel Olivaw, the Robots of Dawn....so in my book this is either old news or Asimov's forsight into the human condition is uncanny.

  121. All I can say is wow... by sindarin2001 · · Score: 1

    That is the most realistic image modeled image I have ever seen. I think the skin and the eyes give it away for me, but I could easily mistake this for a photoshopped photo.

  122. Far Cry by GreenEggsAndHam · · Score: 2, Interesting

    While playing the demo of Far Cry, I actually made a double-take after blowing a mercenary away. The reaction on impact of my bullets, the body tumbling and crumpling and then its pose as it lay on the ground. It kind of creeped me out for exactly the reasons brought up in the topic.

    Another point scored by the makers of Far Cry : makes some players cross the mental line between fun-filled slaughter fests and the notion of killing human beings.

  123. Not Fooled? Did they SEE the Final Fantasy movie? by The+Raven · · Score: 2, Interesting

    I had a few people I know, not comptuer savvy people, who did not believe that the actors in Final Fantasy: The Dreams Within were pure digital creations. They were undoubtedly fooled. Heck, I was fooled half the time. And more processing power will only improve that over time.

    So I think empirical evidence has already disproven this article. It's premise was undermined before it was even written. While games may not yet have reached that level of sophistication, I believe it is only a matter of time... and games like Half Life 2 are the ones leading the way.

    Raven

    --
    "I will trust Google to 'do no evil' until the founders no longer run it." Hello Alphabet.
  124. Pfft. Easy by InfiniteWisdom · · Score: 2, Funny

    # Lack of sleep.
    There are no save points. If you die you must start over. You can be attacked at any time. If you shut the game off, the next time its started events are generated in an accelerated time frame, and you won't be able to respond.

    # Equipment Failure. (M16's really don't like sand.)
    ProbabilityOfFailure = 90 - 90.0 / (LevelOfSandInAtmosphere);
    if (randion() % ProbabilityOfFailure == 0)
    {
    PlaySound ("m16_click.wav");
    Player.M16.FireRate = 0;
    Player.M16.State = JAMMED;
    Player.State = WTF;
    }

    # Boredom. (For most of the battle, you are just sitting there.)
    Player.State = BORED;

    # Running around in chem suits under a desert sun.
    You just need to get that special USB 2.0 enabled Heat Lamp

  125. Patch by InfiniteWisdom · · Score: 1

    generated in an accelerated time frame...
    For the time equivalent to the time you weren't playing.

    -if (randion() % ProbabilityOfFailure == 0)
    +if (random() % ProbabilityOfFailure == 0)

  126. realistic robots by Anonymous Coward · · Score: 0

    I kind of like the creepiness of the realistic robots. Isn't that what made the Bladerunner world and Terminator so much better then the goofy 50's robots that look like tin cans.

  127. Statutes can be "life-like" too by peter303 · · Score: 1

    The Denver artist DeAndrea specializes in life-casting or latex sculptures that have life-like skin. I've seen a few and they are very erie.

  128. Uncanny Valley and Asperger's...? by cr0sh · · Score: 2, Interesting
    Ever since reading about the "uncanny valley" a while back, and knowing what I know about Asperger's, in that those with the condition do not react (depending on the level of their condition) to facial expressions - I wonder if there is any relation or correllation?

    If many (most?) geeks have some level of Asperger's, do they react differently to human representations (even those close to, or in, the "uncanny valley") than those who do not have Asperger's? Do they react more favorably to these images, less, or the same - as toward real-life humans? Do "artistic geeks" with Asperger's create "Asperger-like" CGI human representations (that is, does a person with Asperger, who is also a CGI artist, project their viewpoint onto their CGI humanoid constructs)?

    I get this sense that they do - some here are proclaiming that "this doesn't look right, that doesn't, etc" (like discussion over FF:The Movie) while other geeks are saying "OMFG, it is beautiful, so well done - w00t!" (ok, that was a little over the top) - why the difference? Was the former non-Asperger's, and the latter was? Thus, that individual is better able to relate to the imperfect CGI? Furthermore, how does this relate to other examples of the "uncanny valley" - do individuals who purchase Real Dolls (for either sex, "dress-up", or collecting - yeah, there are collectors, strangely enough) have a higher incidence of Asperger's?

    Thoughts...?

    --
    Reason is the Path to God - Anon
    1. Re:Uncanny Valley and Asperger's...? by Danny+Rathjens · · Score: 1
      If many (most?) geeks have some level of Asperger's, do they react differently to human representations (even those close to, or in, the "uncanny valley") than those who do not have Asperger's? Do they react more favorably to these images, less, or the same - as toward real-life humans?

      I'd say more favorably. That would explain why so many geeks near the asperger's end of the spectrum enjoy anime and SF wherein non-realistic humans(and robots, dolphins, elves, et al.) are the protaganists, ;)

  129. Re:Want to know what makes that easy to spot as CG by condour75 · · Score: 1

    Also, she totally failed the Voight-Kamp.

  130. Well-known problem in film CG work by Animats · · Score: 1
    This is a well-known problem in film CG work. The effects industry has already been through this and is coming out the other side. This was a hot topic at SIGGRAPH a few years back.

    For the popular version, read Keanu Reeves bitching about what it's like to be an actor who's been thoroughly digitized.

    • "From the directors, it's like 'Mwa-ha-haaa, now I can control you; I have you!' ... And it's designed so you really can't distinguish between the real actor and ones and zeroes. Closeups on faces and emotions coming through, some really remarkable scenes that the audience will never know there's nobody in it.

      There's a moment in the very beginning of the movie when Carrie-Anne [Moss]' character dives through the window. You see these two guns go by the camera, and the camera moves past her face. She goes out the window and down, and there is nothing real about that. Nothing. No guns, no girl, no window.

    Games are running a few years behind that level of realism. They'll get there.

  131. Diminishing returns... by cherokee158 · · Score: 1

    I think we are beginning to run afoul of the Law of Diminishing Returns. Is it really worth expending thousands of man hours and even more clock cycles on a lifelike 3-D approximation of a real person, when there are billions of very real people wandering around the planet looking for work? Just film them and digitally insert them. It takes whole teams of artisans and programmers months to build one that is only 99% human...and they still normally need an actor to lend voice, motion and personality to their digital automaton. After a point, you have to ask yourself: is this really neccessary? Can I tell the story or play the game without going to these lengths?

    I am sure the suits in Hollywood would love nothing better than to own their very own CGI Brittany Spears, complete with the little "TM" tatooed on her butt, but I doubt it will ever be cost effective. And the audience will probably still know.

    I recently read a book by Ray Harryhausen, who mentioned that his goal was never to make anything look TOO real...because it would lose the dream-like quality that makes fantasy appealling. I tend to concur.

    Hasn't anyone else noticed that the live-action versions of beloved childhood cartoons almost always flop? I personally found the live action Grinch to be REALLY disturbing. Disney's Dinosaur sent kids screaming out of the theatre with it's "realism". The rubber-suited, miniature-stomping Godzilla handily outgrosses the made in America, ultra-real CGI version.

    3-D CGI has some marvelous cinematic uses, but it is often taken too far. Half of art is knowing when to stop...

  132. The problem is that it's digital, though. by Anonymous Coward · · Score: 0

    zeros and ones cannot trick the brain in the same way that an analog paintbrush does. Paint is a perfectly smooth, organic transition from hue to hue and our brain appreciates that.

    1. Re:The problem is that it's digital, though. by Anonymous Coward · · Score: 0

      Whatever. Paint isn't perfectly smooth either--it's made of atoms.

  133. You guys are out of your mind! by Tibor+the+Hun · · Score: 1

    There are absolutely no limits to how far we can make robots look human-like and cute.
    Just look at Lucy.
    Why, she looks so natural and loveable, I doubt any of us would find her threatening or repugnant.

    --
    If you don't know what AltaVista is (was), get off my lawn.
  134. Aircraft Control Tower Simulator by Ieshan · · Score: 3, Interesting

    No kidding! I had a friend who was an airline industry worker, and every time we saw the "Aircraft Control Simulato" game in a videogame store, we always used to joke about how people sit at their desk and drag cigarettes like mad while tearing their hair out and getting no sleep.

    It's like, the most stressful job in the world. Why anyone would want to simulate that is faaaar beyond me.

  135. barfiily-realistic computer graphics by luxuryluke · · Score: 0

    And if you've seen the preview for the new movie The Polar Express, then you'd see that there is a margin between NEAR PHOTO-REALISTIC and ABSOLUTELY REAL (BUT NOT) that is offensive to the brain as well as the eye.

    It seems like there will be a quantum leap in graphical representations of nature (at least human form) from "almost there", to "there". Just wait till your in the theaters and see the preview for this (if you've already seen the latest Harry Potter, you're likely to have seen it last weekend) [...yes go ahead, start an offtopic commentary if you must... ]

    In final analysis, all efforts of designers and programmers alike to create a lifelike representation of the human form on screen will contribute to what will eventually be "the best damn CGI character I've ever seen!"

    --
    --- Das einzige, das wir zu fürchten haben, ist die Furcht selbst. ...so drink a bier and relax!
  136. And out the other side by autopr0n · · Score: 1

    What the author misses is that after you come back out of the uncanny valley, you'll get characters that really look human. That sort of thing should be possible soon.

    As far as the animation goes, it just sounds like they didn't do a good job with synching up the lips, etc. Not that it's imposible, just that they failed.

    --
    autopr0n is like, down and stuff.
  137. Black Hole Sun video... by blakespot · · Score: 1
    2. Misproportinate artistic representation (think "Black Hole Sun" video)...



    My god, yes. I was watching that video for the first time - I recall it vividly - when one of the faces started to slightly distort. I felt the icy cold of horror move down my spine - it just totally horrified me. I have often wondered why it had such an effect. So subtle, the changes were - more dramatic would have been less horrifying. Ugh, scary to think about it still.



    blakespot

    --
    -- Heisenberg may have slept here.
    iPod Hacks.com
  138. What a macabre day today... by sushi5000 · · Score: 1
    Just five minutes ago I stumbled across Zombie Reagan...
    ...and now this ?

    Ah, the joy of context sensitive advertisement.

    *boo-hooo*

  139. From the article by quisph · · Score: 1
    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.
    And that differs from the real Jennifer Garner, how?
  140. Reminds me of the Sims by SeinJunkie · · Score: 1

    I remember reading that when originally developing The Sims, the development team started out using motion capture for all of The Sims movement. After capturing some motions, they decided to use an animator (I believe Eric Hedman), in lieu of motion capture. The reason they gave was because the animator was able to better animate the Sims than motion capture. I believe this has everything to do with what this article is talking about. We can pick out the inconsistencies too easily, so it's better to just animate the cartoon people. That's what we expect.

  141. Computer/Robot realism by Anonymous Coward · · Score: 0

    Reminds me of that Manga Chobits. XD
    Sooner or later, us losers are gonna become attracted to our computers. n' stuff.

  142. I set my sights a little lower by Tri0de · · Score: 1

    like, particularly in regards to the Asia Carrerra skin......

    --
    "Everyone is entitled to their own opinion, but not their own facts."
  143. Shrek by ReadParse · · Score: 2, Insightful

    Yeah, I noticed this in Shrek. I was much more willing to believe Shrek as a green ogre with hair all over him, dousing himself with a mud shower, then I was the humans that came running after him 30 seconds later. They tried to make the humans look real and normal and my brain didn't buy it.

    Lord Farquaad, on the other hand, was very believable, because they stopped short of trying to make him look real. It was more like a caricature. The same with Shrek as a human in Shrek 2.

    RP

  144. It's about emotions... by xRelisH · · Score: 1

    I wouldn't say game developers or the at least the artists involved are bad at it, it's just the nature of computer-generated art in general.

    What I mean is that a real painting has random-ish imperfections that somehow convey emotion, perhaps what the artist was feeling when he/she was creating the painting. Take a look at some impressionist art, like from say Monet. It's not so much about what you're seeing, but more about what you feel when you see the painting.

    I think we humans in general rely a lot on emotions when it comes to recognizing things that are living/natural. If there's a painting of a few kids playing in a garden, you would feel the way the artist felt when he/she was there at the actual scene ( perhaps unconsciously ) through the little brush strokes within the painting.

    It's just so difficult to have the same feeling with computer since the computer has a lot of control over the final product. Yes a physical paint brush and a computer are both tools, but you are still physically in control of where the paint goes with a paintbrush. It's just that the little imperfections that come from a computer generated piece of work seem too ( excuse my poor choice of words here ) rigid, and symmetric.

  145. Movies by quisph · · Score: 1
    This also has something to do with how horror movies can scare you simply by making real people appear to move in uncanny ways. Some of my favorite examples are the shaky-headed demons in Jacob's Ladder. Even something as simple as filming the scene backwards can be surprisingly effective (e.g., Samara in The Ring). And although I haven't seen it, I understand the "spider walk" in the re-release of The Exorcist is also pretty creepy.

    The principle is the same. It's almost human, but not quite. Very unsettling.

    1. Re:Movies by __aajqwr7439 · · Score: 1

      I understand the "spider walk" in the re-release of The Exorcist is also pretty creepy.

      Damn. Reading that, I just broke out in goose bumps thinking about the scene. It was about the creepiest shit I've ever seen.

      xox,
      Dead Nancy

  146. Quote from "Invader ZIM" by lucretio · · Score: 2, Funny

    Dib: "I can only hope that the Irkens just happen to use the same operating system that I do!"

  147. heat lamp? by freakmn · · Score: 1

    Why bother with usb? Just use the latest P4 (or Athlon, I'm not biased) to heat up the room you are in.

    --
    warning: This post is likely to contain gobs of dripping sarcasm. Consume at your own risk.
  148. Morality is a key component in soldiers by DG · · Score: 2, Insightful

    DISCLAIMER: I was a soldier for 11 years, including a stint running Basic Training courses.

    Soldiers - counter, perhaps, to what the video game experience might lead you to beleive - are NOT supposed to be souless killing machines. Quite the contrary, you want your soldiers to be highly moral.

    Killing someone is the ultimate violence that you can do to them. Doing so with state sanction is something that needs to be taken VERY seriously. You need a soldier who is capable - when the situation demands it - of killing without hesitation, but you also need them to be able to STOP killing just as quickly.

    When you remove the morality from soldiering, you wind up with things like the recent pictures that came out of that prison in Iraq. Amoral soldiers take matters into their own hands, and may wander off into some very dark places.

    Furthermore, the days of mass armies composed of highly specialized, single-purpose troops seem to be behind us. Modern soldiers must be able to adapt to roles far beyond just "kill the enemy" - just read up on what goes on in any UN peacekeeping mission.

    The more complex the mission becomes, the more complex and adaptable the soldier must become to meet the requirements of the mission.

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:Morality is a key component in soldiers by m.h.2 · · Score: 1

      1. I salute you and thank you for your service.

      2. I agree that morality as well as integrity is a key quality for anyone in the military.
      3. I also agree that the days of "specialized, single-purpose troops" are gone, but I personally feel that's not necessarily a good thing or that it is that way for a good reason. Being a generalist makes any person's job more difficult. There's so much more to know and to do and soldiers (I am/was not one, but am very close to many) are forced into situations that they were trained/experienced/able to handle. I personally feel that soldiers are being made to take over other roles because they're not getting the support they need from our government. That's not good.

      I am thankful that there are so many men and women serving our country (and others) and are willing to take on duties to contribute to the success of their missions. My best friend (a former Marine) is very proud of the fact that he delivered a baby for a woman in Kuwait during Operation Desert Storm, but he acknowledges the fact that he was forced into that situation because of a lack of support.

  149. Head Blows by Anonymous Coward · · Score: 0

    Not to mention that getting hit in the head hard enough to knock you out may cause permanent brain damage that can plague you for the rest of your life (http://www.amenclinic.com).

  150. Re:Want to know what makes that easy to spot as CG by Anonymous Coward · · Score: 0

    Also the Adam's Apple. Oh wait, you're talking about CGIs.

  151. Re:Yet More Predictions about What Computers Can't by dustmote · · Score: 1

    I've seen paintings that look intensely lifelike, so why should such representations be beyond the capabilities of future computers?

    Because paintings don't move. The stills tend to look perfectly realistic, or at least close enough to suspend disbelief most of the time. The problem is, the motion doesn't look natural. That's what the subconscious recoils against.

    --


    -1, "1337" speak
  152. Paintball Story by DG · · Score: 2, Informative

    I have a paintball story for you.

    A few years ago, I was getting ready to go off on a military training course where I was going to be doing a lot of running around in the bushes. To help get myself in shape, I started playing paintball in full uniform, helmet, and webbing - the idea was to train myself in conditions as close as I could get to the real thing.

    Even though most paintball games were broken up into "teams", your average paintballer was a lone wolf type who did not play well with others.

    Well, one day I linked up with a guy from another regiment who was doing the same sort of thing that I was. We started working together as a military fire team - fire and movement, supressive fire, etc - and we absolutely CLEANED HOUSE on the kids.

    It served as a double education. For us, it was great to see that fire and movement actually works in practice. For them... well, maybe they didn't learn all that much, because all they ever did was bitch about how "unfair" it was when they got steamrolled. Shit, it's SUPPOSED to be unfair; we're not trying to give the bad guys an even break here.

    Bottom line is that in combat, teamwork is LIFE.

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:Paintball Story by Dun+Malg · · Score: 1
      Even though most paintball games were broken up into "teams", your average paintballer was a lone wolf type who did not play well with others.

      This is why I eventually quit playing, myself. I could never find enough people with the discipline to stick to basic fire and maneuver tactics. They'd get up to "leapfrog" while I was laying down covering fire, and just keep on going!

      --
      If a job's not worth doing, it's not worth doing right.
  153. My fscking mouse simulates equipment failure by swb · · Score: 1

    I use the mouse wheel to change weapons in combat games like MOHAA and BF1942, and the wheel is starting to go south, resulting in unrequested weapons changes that almost always lead to my death.

  154. Totally wrong... by rpsoucy · · Score: 1

    This article was writen by someone just screaming to try and have an origional idea and offer the appearence of insight into gaming.

    Realisim isn't just about gameplay, it's about progressing computer technology. Games have no doubt been able to help push the industry foward in the realm of graphics. It won't be long before we see the quality of CG work found in "Finding Nemo" in real-time game play. Digital technology is getting pretty close to replicating human beings. If artists can do it on paper, I'm sure artist can do it digitally.

    Even more, for trickly stuff, like the way the eye shines differently from different angles, we have the advantage of being able to use complex algorythems in real time to make things look right.

    This article could of been writen when "Doom" came out about how we shouldn't use 3D in games because it looks worse than 2D. If people would of listened to a nutjob like this back then we'd all be playing side-scrollers.

    Realisim should be decided based on the games needs. Some games, like Medal of Honor, just wouldn't work if everything looked cartoonish. Others, like Mario Cart, look great because they are cartoonish, simple, fun games-- You play Mario Sunshine however and it becomes hard to relate to the catoon figures speaking in the cutscenes, good thing the game has no depth or it would of flopped... oh wait.

    Realistic games have more acceptance amoung the older crowds as well, I know a few people who won't play a game if it's not realistic enough for them.

    I hate people like this writer. They should shut up unless they have something worthy to say.

  155. Military movies are the same by YrWrstNtmr · · Score: 4, Funny

    I can't sit through a movie with fighter jets without pissing everyone else off.

    "No, you fool...you cannot launch a missile while the aircraft is on the ground!" (well...you can, but it's hard and you can't do it solely from the cockpit) (something with Michael Douglas)

    "No, the runway is NEVER next to the main gate" (James Bond)

    "If you shot off all your missiles, how come you now have 3 more? (All of them)

    "um, no. A 'modified' F-117 is NOT big enough to hold a squad of people inside" (Air Force One)

    "No, you can't outrun a missile for that long. Either it would have run out of fuel, proximity detonated, or hit you by now." (Behind Enemy Lines)

    Hair and uniforms. (All of them)

    "If you're going to call them Air Force planes, at least use Air Force planes. F-18's don't count." (The Rock, ID4)

    and don't get me started on Iron Eagle:
    "No, you fool...you cannot plug your flight helmet into your Walkman!"

    1. Re:Military movies are the same by Doctor+Faustus · · Score: 1

      I think the Michael Douglas movie was Jewel of the Nile.

      While we're on the subject, how did you like those Mig-28's (F-5's) in Top Gun?

    2. Re:Military movies are the same by YrWrstNtmr · · Score: 1

      The F-5 as 'MiG-28' is semibelievable. The USAF did use F-5's for the Aggressor squadrons and they couldn't have gotten -29's or Su-27's anyway. The MiG-28 is a fictional jet.

      What get's me is when they attribute almost mythical properties to the OpFor jets.
      "Remember, you must think in Russian"

    3. Re:Military movies are the same by NarrMaster · · Score: 0

      I thought in ID4 they were Marines? Maybe I'm mistaken? Nope, here ya go.
      http://www.nitpickers.com/movies/nitpick.cgi?np=58 39"
      On a side note, I agree with everything you said.

      --
      That's right. All your base.
    4. Re:Military movies are the same by YrWrstNtmr · · Score: 1

      Yes, Will Smith and Harry Connick were Marine pilots, out of El Toro, flying F-18 Hornets
      Very standard.

      BUT...as I remember, at the end of the movie, with all the jets parked and looking for volunteers (and this guy confirms) the F-18's were stenciled with Air Force markings.

      I'd have to see it again to confirm.

    5. Re:Military movies are the same by NarrMaster · · Score: 0

      I stand corrected.

      --
      That's right. All your base.
    6. Re:Military movies are the same by ShooterNeo · · Score: 1

      Just curious...why would it be hard to launch a missile while the plane is on the ground? Has this ever even been done before? Thinking about it, do the missile's fins even generate enough lift or is the rocket motor pointing down enough to keep the missile from hitting the ground right after it leaves the rail?

      And what good would someone outside do? Surely it's just master arm and pull the trigger and it launches.

    7. Re:Military movies are the same by EvilTwinSkippy · · Score: 1
      I simply didn't buy that EVERY stinking plane in the air was the same model, with the same armorments.

      Hell even Star Wars varied the fighter craft up a bit. (Then again, Lucas did get the inspiration for dog fights from watching WWII movies.)

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    8. Re:Military movies are the same by EvilTwinSkippy · · Score: 1
      You need wind speed to generate lift. The missiles are also designed to start off at the velocity of the aircraft. Suddenly lopping 400 mph off the speed of the rocket means it's going to need to use a lot of fuel to get to flight speed.

      Which it can't do because the engines don't kick in fully until the missile detects that it is clear of the mount. Assuming they don't have something sophisticated, they probably just use a timer. In either case it would hit the ground either due to physics or safety mechanisms.

      And you would probably set the warhead off in the process.

      --
      "Learning is not compulsory... neither is survival."
      --Dr.W.Edwards Deming
    9. Re:Military movies are the same by YrWrstNtmr · · Score: 1

      Which it can't do because the engines don't kick in fully until the missile detects that it is clear of the mount.

      That depends on the missile. Aim-9 Sidewinder or AGM-65 is at full thrust as it slides forward off the missile rail. The Aim-7 Sparrow motor doesn't fire until it is approx 18" away from the jet. The missile is kicked out sideways, it reaches the end of the umbilical (guidance and firing voltage), then the motor fires and it goes forward.

    10. Re:Military movies are the same by YrWrstNtmr · · Score: 2, Informative

      There is a spring loaded interlock switch (Weight-on-wheels, or WOW) to prevent inadvertant firing on the ground. Usually in the wheel well, it is held in the open position when the aircraft is on the ground. Once the a/c takes off (no weight on the wheels and gear extended), the switch closes, and the circuit is complete.
      Civilian aircraft have other uses for a similar switch.

      To fire on the ground, someone has to hold that switch in the proper position.

      There have been a few accidental firings, due to a faulty switch. I remember seeing a video of a jet on a carrier shooting one (AIM-9?) off.

      And the missile fins don't really generate lift, as such. Just there to keep it going straight, like an arrows fins. Think about it...4 fins in an X. Which direction would the lift be generated?

    11. Re:Military movies are the same by Anonymous Coward · · Score: 0

      I would not want to have been around when you were watching "Hot Shots".

  156. Resolution. by PingPongBoy · · Score: 1

    One of the problems is resolution. Hold your hands about 3 or 4 feet apart beside your eyes. You can still see your hands. Now consider a monitor 4 feet x 4 feet, 1440 dpi, 24 bits per pixel. At 30 frames per second you can have quite a realistic face to face interaction with your computer. How can 1024 x 768 come close?

    --
    Know your pads. One time pad: good for cryptography. Two timing pad: where to take your mistress.
    1. Re:Resolution. by Anonymous Coward · · Score: 1, Insightful

      Sorry to be flaming , but what resolution does your tv use? doesn't the poeople on csi look real enough for you?, well it probably has something to do with you're telly ., hmmmm

  157. Half-Life vs. Half-Life2 by Cornflake917 · · Score: 1

    In the beginning of one of the E3 demos for Half-life 2, they show a face of the "G-man" (or whatever you call him) in his old school HL1 form. The screen fades away and the HL2 version of himself appears. The difference is amazing. The old face looks like a square block with some hair on top of it compared to the new face. The new G-man also pulled off some very believable expressions that the old models would never come close too. In the video, you can hear people laugh as he smiled like a horny old man.

    If you ask me a cube with some textures on it the resemble a face are ALOT more creepy than what has been coming out recently. I think it's good and important that animators and graphics artists keep striving for perfection. Some of the results might seem creepy, but this is shouldn't be a reason for computer graphics artists to switch directions.

    I think some people are trying too hard to MAKE themselves believe that what they are seeing is real. They should realize that movies and games are all fake and are there to provide us for a temporary escape from our real lives. If you're creeped out by some fabricated thing on your monitor/tv screen, I'd hate see how you'd react to some one actually getting shot...or maybe even a spider for that matter.

  158. America's Army teeth by spoonyfork · · Score: 4, Interesting

    Ever ghost a teammate in America's Army (before version 2.1) and panned around? Sometimes if your subject was standing next to wall your point view would get crammed into the body of the solider itself. At this point you were looking out at the world from his insides. It appeared as a crude wireframe for the most part. For the other part, the developers rendered the backs of the teeth and gums inside the head. Let me tell you, this looked so damn creepy the first time I saw it I couldn't stop staring at it. I later wondered why they bothered rendering the teeth if you can't even see them from the outside anyway? It had to be to creep people out. Had to be. *shiver*

    --
    Speak truth to power.
  159. Understanding Comics by Scott McCloud by jhwang · · Score: 2, Informative

    McCloud makes a similar point in terms of why simple "cartoony" characters are easier to relate to. Typically, your own subjective "vision" of yourself is a schematic smiley face (2 eyes, and simple mouth), whereas views of other people are more realistic and "objective".

    Check out this Understanding Comics--it's an insightful analysis of how comics are an excllent medium of communication, and breaks down how they work.

  160. Re:Yet More Predictions about What Computers Can't by Quixadhal · · Score: 1
    Mario was cute, while the much more lifelike CGI Neo, in the Matrix Reloaded, was stiff and zombielike.
    No, no, no. That wasn't CGI, that was just Keanu Reaves. Well, how would YOU look if you had a hard drive stuck in your head?
  161. How about..... by Anonymous Coward · · Score: 0

    "Stop poking meeee!"

    hehe

  162. C-r-e-e-p-y by allenw · · Score: 1

    The article is titled 'The Unded Zone'. Off to the side where it says 'Also in Slate' are several pictures. Including one of Ronald Reagan. Freaky.

  163. Solution: by Atario · · Score: 1

    Smart-blur filter.

    --
    "A great democracy must be progressive or it will soon cease to be a great democracy." --Theodore Roosevelt
  164. Or her brains... by fluxrad · · Score: 1

    Big...Huge....Brains!

    --
    "It is seldom that liberty of any kind is lost all at once." -David Hume
  165. Ashcroft v. Free Speech Coalition. by Goobermunch · · Score: 3, Informative

    You're probably thinking of the CPPA (or is it the COPPA, I forget). You can find an analysis of the law and the Supreme Court's interpretation of it in Ashcroft v. Free Speech, 535 US 234.

    In essence, the Court's ruling hinged on prior cases defining obscenity (and protecting pornography), and outlawing child pornography.

    In NY v. Ferber, the Supreme Court said that child porn could be outlawed because of the harm to the child.

    In Miller, the Supreme Court defined the test to determine whether speech was obscene such that it was not entitled to first amendment protections.

    In Ashcroft, the Supreme Court held that virtual child pornography didn't fall within the Ferber exception because there was no harm to a real child. Therefore any attempt to ban it required application of the Miller test (a very high standard).

    --AC

  166. All artists know this very well. by DeadVulcan · · Score: 1

    Real humans don't have such perfect symetry.

    I suspect there's a lot more to it than that. Artists know that people are not perfectly symmetrical, and there's no reason why digital artists wouldn't already be making their characters intentionally asymmetrical.

    --
    Accountability on the heads of the powerful.
    Power in the hands of the accountable.
  167. For some games that's good by sparkywonderchicken · · Score: 0

    I'd expect that a walking corpse would be just fine for the next Resident Evil game. uuuuuuummmmmmmmmmmmmmmmmmmmmmm brains!

  168. Easy way to correct this by AvengerXP · · Score: 1

    Give them better facial quirks. If you see a CG animated character and his traits do not follow what he is trying to convey, he seems less human. I frown when i question something, i smile when i'm happy, i push back my lips when i'm wondering about something.

    Without that, they feel artificial. I think a good CG character i didn't notice too much because they exagerated his facial traits was "Charming" in Shrek. The fact they made it so caricatural was, ironically, what made him seem more real.

    That 1% missing from the "Valley" is attainable, but people are reluctant to bridge the gap (not to mention we don't have the power... yet) because it would make them too real.

    Maybe it's a deep down, subsconscious fear that machines will one day be indistiguishable from real humans and cause problems. Think Terminator.

    --
    Trolls dont like to be Flamebait, because they burn so well. Protect our Troll heritage!
  169. Graphics versus Animation by zokrath · · Score: 2, Interesting

    The article seems to point towards the conclusion that as the graphics become more and more refined, the issue becomes one of animation; The more a polygonal face resembles reality, the more we expect it to move realistically, and yet at the same time there are many more vertices to move around in many more directions.

    At the core of the issue is that graphics by nature are an intermediary art form; the artist manipulates a medium, and the audience sees the final product, created over many hours of work and to the artists' satisfaction (Or the insistence of the one paying the artists.)

    Animation of the human form extends from this familiar territory into that of performance art, where the medium is the artist's body, and the audience sees the result of many hours of practice and performance.

    We expect cartoons, even realistic ones, to have at least some exaggeration in motion, if not form. Until recently computer graphcis fell into this category and thus our minds allowed them to bend the rules, but that time has passed. Final Fantasy: The Spirits Within is an example of this, however I think that the animation issues present in the movie are resulting more from financial and time crunnches than a lack of understanding and expertise on the part of the artists.

    Not only are animators responsible for believable body physics, but now they must produce realistic facial expressions and body nuances, because the brains of those watching are identifying the characters onscreen as human in appearancee, but not in motion, and that descrepancy can only be remedied by the puppeteers commanding ten thousand strings.

  170. Re:Ashcroft v. Free Speech Coalition. (Good info!) by Dr.+Spork · · Score: 1
    Wow, thank you! Since IANAL, is it fair to summarize what you said as: Virtual child porn is, right now, perfectly legal? Interesting. I bet this will be tested soon.

    I expect lawyers to argue that virtual child porn actually protects children, since it dilutes the supply and so decreases the demand for the actual, exploitative child porn. I'd honestly feel weird about virtual child porn sites, but if I were a judge, I can't imagine finding anything unconstitutional about it. If we start banning artistic creations (books, drawings, etc) we wouldn't be setting a very good example for the world.

    I wish I could mod in this thread, thanks for the good info!

  171. Re:Ashcroft v. Free Speech Coalition. (Good info!) by Goobermunch · · Score: 1

    I think that's a fair assessment, although Congress has been working on a new statute to save the virtual child pornography provisions of the COPPA.

    The primary arguments advanced by the Government in favor of the law were that:

    1) VCP is indistinguishable from real Child Porn. Therefore prosecutions for possession of real child porn were nearly impossible to win.

    2) VCP whets the appetite of pedophiles, so its very existence was a danger to children.

    --AC

  172. Re:Style -- and Imagination by waterbear · · Score: 1

    In the theater there is a concept known as "suspension of disbelief."

    Yeah, that's what they always call it, but that's hardly what it is. I guess nobody stops disbeleving in the reality of the scene, what they do is imagine. Just as Shakespeare said, "make imaginary puissance". It's not 'suspension of disbelief', it's 'engaging the imagination'.

  173. If you think that's creepy... by Bones3D_mac · · Score: 2, Interesting

    Has anyone here tried creating a 3D model of themselves with realistic texture maps? I started on such a project a few weeks ago and finally got some renderings made... and for the most part, I agree with the creepiness factor this article mentions. It just feels... "wrong" somehow.

    I don't think it's quite so bad when you don't personally know the character, but you really notice it on faces/bodies you're used to seeing on a regular basis in real life.

    Seriously though, I do recommend those of you with any 3D artistic talent take a moment to try modelling one's own body or head... it's a totally surreal experience playing around with what is esscentially an electronic version of your own corpse.

    --


    8==8 Bones 8==8
  174. False positives by x3ro · · Score: 1
    Did anyone else catch the show - mighta been Scientific American Frontiers - where they profiled a guy who had a head injury and now believes his family have been replaced by clones?

    Yeah, I saw that, it was a great documentary. Fascinating. As I recall it went on to show an example of the other extreme: a white woman who was raped by a black man, and later swore in court that she recognised the attacker -- actually she wrongly identified someone else who happened to have the same skin colour; after about ten years in jail, they were able to do DNA testing and the poor guy was finally released.

    She was horrified of course, that she had made such a mistake. But she had honestly believed she was right in her testimony. They put up photos of the two men (the real rapist and the unfortunate guy she 'identified'). They didn't look even vaguely similar to me. But apparently this woman had very little contact with black people in her daily life; and to her, these two guys looked sufficiently alike for her to mix the one up with the other.

    I'm not trying to make a point about attitudes to race here. The interesting thing in this for me was it seems to confirm a vague, unscientific theory I've had for some time: that we recognise people's faces by ways in which they differ from some prototypical 'neutral' or generic human face. So our recognition-pattern for someone could maybe be represented in the brain by a series of specific variations (wider-than-average eyes, more-feminine-than-gender-neutral hips); kind of like how CVS stores diffs between versions rather than storing a full copy of every version.

    So in this woman's case, black men in general are all so far from her mental prototype of a 'regular' person that the differences are too marked in one direction -- the racial differences in features, etc -- that more subtle variations that allow us to differentiate between people were lost. You hear examples of this all the time when people come into contact with new ethnic groups: "All these Asians look the same" etc... until of course they get to know a few people from that group, their mental prototype adapts to cope with the new data. I remember my father, soon after arriving in the UK from Bangladesh, often mixing people up, even those that looked very different: "These white people all look alike" he would joke. I wonder, is there a proper scientific theory that explores this idea with some academic rigour? Anyone? I'd like to read about it and see if I'm right...

    --
    [ UNSIGNED NOT NULL ]
  175. Surpass that last 1% by butane_bob2003 · · Score: 1

    It's possible to render extremely life-like human forms and motion well enough that nobody could tell the difference. It's definately an imperfect science, but it's doable IMO. More advanced physics models and improvements in modelling and motion capture technologies are needed, but it's very much an art and will depend on a few really talented people to pull off. There will always be crappy examples of artificial life, just as there will always be crappy art.

    --


    TallGreen CMS hosting
  176. Revenge of the retro by x3ro · · Score: 2, Insightful

    Interesting read. I guess this might be a reason for the current resurgence of interest in 'retro' games .. after the initial novelty of 3D wore off, a lot of people realised they preferred the simplicity of the older, less realistic games; since they were less lifelike, the brain is perhaps more inclined to give them the benefit of the doubt and suspend disbelief, rather than being like "Look at that sprite walking, that's ridiculous, no one walks like that". This is also perhaps another reason people didn't buy into a full CGI film like Final Fantasy, whereas, for instance, Gollum from the Lord of the Rings movies is a huge success: he's sufficiently far removed from a real human that, although a creepy character, doesn't have the shudder-factor of the almost-human. Actually this macabre effect can work positively too. I remember, in the days when I would waste countless hours playing a certain popular 3D shooting game in head-to-head mode, the faces of the characters (including my friends' avatars that I was trying to kill) would have that same uncanny almost-human look about them. I think the loathing I felt towards these creatures made me play the game better.

    --
    [ UNSIGNED NOT NULL ]
  177. Are you an idiot? by Anonymous Coward · · Score: 0

    " Actually, a ``matte'' texture should be a lot less computationally expensive."

    A shiny surface is just a reflection of it's surroundings bent around the surface with adjustments to color. If you use 3z algorithm to extract the context data, you can render the shiny object (which is just a mirror of its surroundings) in Olog(1/2n) time. Don't be such an ass.

  178. wait... isn't that camping? by Anonymous Coward · · Score: 0

    I think most folks online don't appreciate it either when other players start camping.

  179. Re:Not Fooled? Did they SEE the Final Fantasy movi by demon · · Score: 1

    It's actually "The Spirits Within". And I saw it and enjoyed it (yeah, I know...), but one mistake they made that made the movie feel way too surreal was motion blur - way, way too much of it. To very unnatural levels. 3D FPS games and roller coasters don't make me motion sick, but watching that movie, that's what motion sickness has got to feel like.

    --

    Sam: "That was needlessly cryptic."
    Max: "I'd be peeing my pants if I wore any!"
  180. I'm not sure why this... by freeBill · · Score: 1

    ...should be modded "funny."

    The life-like humans in "Polar Express" are clearly in the "uncanny valley." It's bizarre to witness waiters on the train doing exuberant Broadway musical dance routines with totally non-exuberant expressions on their faces.

    I suspect this is why "Shrek" did better at the box office than the Final Fantasy movie. Not just that Shrek looked more cartoony than Aki did, but also that he had so much wider a range of expression.

    Try this experiment: List your favorite characters in the FF movie in order. Then go back and watch carefully. I think you'll find that the higher they appear on your list, the greater variety of facial expressions they have. I know this works for my list.

    Unfortunately the villain had the most, while the top members of the hero-team had the fewest. Aki had two: stunned surprise and determined perseverence.

    Shrek beat that in any five seconds he was on screen.

    --
    Eternal vigilance only works if you look in every direction.
    1. Re:I'm not sure why this... by uncadonna · · Score: 1
      Actually, it was sort of funny.

      Screen: lots of corpselike CGs prancing merrily at the north pole amid endless tedious jingling...

      Me: (muttering) That strangely didn't work for me...

      Wife: (stage whisper) That's because you're Jewish.

      Me: Oh, yeh, right...

      --
      mt
  181. I gotcher polygons right here. . . by Fantastic+Lad · · Score: 1
    For some reason, I don't seem to mind creepy-looking 'realistic' humans in games. -Probably because I rarely, if ever, go into a game looking to suspend reality. --I recently played Max Payne and enjoyed the heck out of it, although it was dark as all get-out. I think I actually appreciated the fact that the characters were closer to clay pigeons than they were to people. When it comes to gunning down lots of 'bad guys' I'd just as soon be reminded regularly that it's all very, very fake. I think Max's ability to survive on pain killers despite being regularly hit with shotguns, etc., was sufficiently ridiculous and entirely welcome.

    In film, however. . .

    The whole idea is to 'unlink', so to speak, and merge your psyche with the story reality. That expression people get when listening to a good story-teller is evidence of this effect.

    Creepy looking fake people makes for cruddy stories. Somehow, even the garbage bag aliens on Dr. Who were far easier to make-believe with, (probably because the special effects were so easy to see through), than some of today's high end computer animated stuff. Trying to be real but failing really knocks one out of the story reality. (Perhaps a handful of pain killers would help.)

    "Emperor's New Groove" had no such pretensions, and it worked perfectly as a result.

    Personal note: I felt very weird about, "Shrek", and so far as I can tell, I'm pretty much alone on this. --The whole thing looked like a computer game cut-scene and the messages about physical beauty seemed very weird. Short people are to be laughed at, the black guy is a donkey, (I wonder if the reference to the old southern term was unintentional. . ?), and I know several women who, barring the ears and green skin, look a lot like the female Troll.

    Just seemed like a film to feel bad to. But I'm still processing that one.


    -FL

  182. Re: What's the point of CGI humans? by Trent_Alkaline · · Score: 1

    In my mind, it's mainly due to the limitations humans are bound by. Yeah I can't really see the point behind fully done humans like in Final Fantasy: Spirits Within, but CG stuff like some parts of LOTR or the matrix, its because human actors are limited by real world physics, computer animation isn't. You can do amazing martial arts moves or whatever you could dream of with CGI. Yeah my two examples both used human actors, but they had CGI modified stuff. So I guess I didn't answer your question at all heh.

  183. Re:Robophobia (AI Spoiler) by Anonymous Coward · · Score: 0

    One thing I noticed straight off when watching AI (maybe because I'm an animator) was that it was easy to distinguish the robots from the humans - even little David, the robot boy who wants to be real:

    None of the robots ever blinks their eyes.

  184. Don't forget by Anonymous Coward · · Score: 0

    Any movie ever where "Hacking" has been represented by a progress bar

    1. Re:Don't forget by zero_offset · · Score: 1

      LOL.

      H4X0R TEH MA1NFRAM3, Please Wait.
      [XXXXXXXXXXXXXXXXXX=============]
      (15 seconds remaining...)

      --

      Slashdot quality declines as the number of hot grits posts decreases. - Provolt's Law, Apr-09-2005

  185. Re:Mod Parent Up by Anonymous Coward · · Score: 0

    I spat shit out of my cornhole when I read your comment. Don't you feel like a more whole person knowing this?

  186. Re:Want to know what makes that easy to spot as CG by gughunter · · Score: 1

    Delos: Have we got a vacation for you!

  187. The Uncanny Valley by arantius · · Score: 1

    It's called The Uncanny Valley. Things that are /real close/ to human, but not, are really creepy. Things that are easily personified, but clearly not human, are not creepy.

    --
    Health is simply dying at the slowest rate possible.
  188. Shooters. by hearingaid · · Score: 1
    Most shooters suck.

    Most god-games suck.

    Most RTS games suck.

    Most text-adventure games suck.

    Most RPGs suck.

    Now that that's out of the way, I'm going to talk Quake. That is, Quake the First, a love of mine, and I think a game that's never really been equalled (although Quake II and III both look better, and have their own charms).

    The thing about Quake was that it was full of sudden action. No matter where you were, you always had to be on your toes. There might be an ogre around the corner, or there might not be. No matter what, though, anything that happened - happened really quickly.

    The ultra-creepy soundtrack by NIN really played into this feeling. You play Quake for a couple hours, and it draws you in.

    Sure, most of the AI was pretty dumb. But partly that was because of choices the designers made. When given a choice between a careful AI that would cleverly outmaneuver you, only attacking when it was good and ready, and one that would suddenly pop up and be right in your face at its first opportunity, they always went for the in your face option.

    The only real complaint I had was on the range of the monsters. They didn't get around well enough, which makes them too predictable now for me to replay it anymore. But oh well.

    Quake II's AI is smarter, and waits until it's got you before beginning to really attack. But the music sucks, and it's lost a lot of the suddenness in favour of these wide-open spaces. Quake III has too many wide-open spaces as well, and besides is really a deathmatch game, so not easily comparable. Although Quake III's bots are acceptably aggressive, more like Quake I.

    --

    my old sig used to be funny, but then slashcode ate it and now it's not funny anymore

  189. Re: lifelike graphics in film and games by jayster · · Score: 1

    Good article about the "uncanny valley" (the last 1% on the road to realism where the results drop off sharply and the characters suddenly start looking freaky, rather than more lifelike).

    I'm more and more impressed by the CGI films coming out from Pixar and DreamWorks (Shrek, Antz, Toy Story, Finding Nemo, etc.). There's an evolution from toys (machines), to insects, to animals, and now more and more humanoid characters. I'm have always assume that this trend toward better and better realism would continue, maybe even to the point that actors would become obsolete/optional within the foreseeable future.

    In film, I think they use a lot of "biological models" (mechanical models of bones, muscles, skin, etc.) to produce the expressions and the positions of the characters, and the results seem pretty good. I assume that this is not done in games, but I could be wrong (does anybody know?).

    Do any games use biological models to produce the characters in real-time, or do they use a simpler, less CPU-intensive approach?

    --
    "Anybody can change the world, but most people probably shouldn't." -- Marge Simpson
  190. 3rd Matrix Movie Hacking by SeanDuggan · · Score: 1

    I can't swear to it, not being in such a business myself, but I remember it being widely reported that in the 3rd Matrix Movie (Revolutions?), the method they use to hack into the Electricity company is a legit method/exploit.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.
    1. Re:3rd Matrix Movie Hacking by Rob+Carr · · Score: 1
      I can't swear to it, not being in such a business myself, but I remember it being widely reported that in the 3rd Matrix Movie (Revolutions?), the method they use to hack into the Electricity company is a legit method/exploit.

      I have absolutely no memory of this. At least I remember most of the third Matrix movie, which is more than I can say for the second Star Wars prequel. All I remember is Jar Jar yammering away in the counsel chambers or something....

      --
      This sig seemed like a good idea at the time....
  191. That would be the second movie by clockpenalty · · Score: 1
    Yep, trinity used a real sploit.

    I was impressed.

    --
    Shinsengumi de gozaru