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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."

32 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 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.

    2. 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
    3. 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
  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 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
    2. 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

    3. 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."

    4. 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
  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. 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 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. 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..."
  6. here are the pictures by Anonymous Coward · · Score: 5, Funny
    scary pictures in case of slashdot effect

    :-)
    :-|
    :-(

  7. 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!

  8. 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
  9. 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!

  10. 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
  11. 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
  12. The problem is... by Anonymous Coward · · Score: 5, Funny

    Most humans are inherently creepy.

    Why would machine replicas be any different?

  13. 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.
  14. 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.

  15. 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
  16. 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."

  17. 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.
  18. 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
  19. 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
  20. 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.

  21. 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.
  22. 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.

  23. 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