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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."

167 of 650 comments (clear)

  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 CodeBuster · · Score: 2, Insightful

      The Third Law of Game Development states that:

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

    7. 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.

  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: 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

    4. 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."

    5. 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....
    6. 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
    7. 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.

    8. 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.

    9. 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
    10. 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
    11. 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.
    12. 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....
    13. 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

    14. 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.
    15. 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

    16. 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
    17. 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?
    18. Re:I don't care how realistic the figures look... by Trixter · · Score: 2, Interesting

      A spy movie? How about any movie involving computers?

    19. 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.
    20. 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.

    21. 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
  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
  4. 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 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.

    6. 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?
    7. 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.
    8. 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.

    9. 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.
    10. 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.

    11. 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.

    12. 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.

    13. 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."
    14. 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.

  5. 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 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.

    3. 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

    4. 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

    5. 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.

    6. 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.
    7. 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.
    8. 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."
    9. 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
    10. 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.

    11. 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."
    12. 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.

    13. 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
    14. 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.
    15. 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
    16. 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.
    17. 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.
  6. 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..."
  7. 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.

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

    :-)
    :-|
    :-(

  9. 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 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.

  10. 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 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!

  11. 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?

  12. 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.
  13. 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
  14. 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!

  15. 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 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.
    2. 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.

    3. 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.

    4. 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.
    5. 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.
    6. 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
    7. 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
    8. 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.

  16. 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 spezz · · Score: 3, Funny
      Look, developing stuff takes a long, long time.

  17. 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 banzai51 · · Score: 2, Insightful

      Easy. Classical art is static. The art isn't reacting to anything or moving.

    3. 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).

  18. 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 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!
  19. 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
  20. 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
  21. The problem is... by Anonymous Coward · · Score: 5, Funny

    Most humans are inherently creepy.

    Why would machine replicas be any different?

  22. 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...

  23. 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.

  24. 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.

  25. 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.

  26. 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 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.

  27. 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 */
  28. 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 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.

  29. 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.

  30. 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.

  31. 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".

  32. 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.

  33. 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.
  34. 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.
  35. 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.

  36. 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
  37. 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.

  38. 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 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
    2. 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.

    3. 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.

  39. 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.

  40. 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.

  41. Animations doing animations? by pjt33 · · Score: 3, Funny

    Now [i]that's[/i] creepy.

  42. 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?
  43. 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
  44. 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.
  45. 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/
  46. 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 *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?"
  47. 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.

  48. This has been my problem... by figa · · Score: 2, Funny

    with Robin Williams for a long time.

  49. 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.
  50. 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
  51. 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

  52. 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
  53. 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!

  54. 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
  55. 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.
  56. 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
  57. 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 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
  58. 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.

  59. 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.
  60. 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

  61. 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
  62. 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.

  63. 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

  64. 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!"

  65. 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
  66. 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
  67. 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 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?

  68. 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.
  69. 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.

  70. 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.

  71. 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

  72. 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.

  73. 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
  74. 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.

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