Leaping the Uncanny Valley
reachums submits this glance at "the newest level of computer animation," intended to get past the paradoxical "uncanny valley" — that is, the way animated humans actually can appear jarring as the animation gets hyper-realistic. "This short video gives us a glimpse of what we can hope to see in the future of computer games and movies. Emily is not a real actress, but she looks like a real person, something we haven't truly seen before in computer animation."
They have another demo on their Front Page
And while it's extremely impressive, sadly it's definitely in the valley for me.
Well, a better question is if the uncanny valley really exists. Or rather, if it's really as simple as that valley, or we're actually looking at a more complex and multi-dimensional phenomenon.
And I'll attempt to build a framework to falsify it. It's a bit roundabout and I'll start by explaining the what and why of that framework, before all else. Bear with me, please.
First of all, before someone jumps in with the ever popular, "OMG, you're not worthy to question the high priests!" (err... "scientists"), the uncanny valley is just a hypothesis. A very compelling and well argued one, no doubt, but hardly a proven fact.
Second, before I get into the meat of the argument, the points chosen to represent it are highly debatable. E.g., is a zombie scary because of being close enough to the real thing to fall in the "uncanny valley", or because of the whole cultural meaning of death, undeath, corpses, etc?
When you look at each point individually, you can handwave and argue it to be wherever you want it, to support your hypothesis. It's called the Texas sharpshooter fallacy, after the fable of the sharpshooter who shot first and then painted a bullseye around the hole. You can "prove" anything in (pseudo-)science if you can do just that to the data: take a fuzzy and ill defined points and argue where they belong on your curve.
The "uncanny valley" paper does just that. We don't know the exact X coordinate on that graph for a zombie or a robot. It could be way right or way left, or whatever. So what really follows is that Mori decided a priori where they belong on that curve, and then places them at a point based on that. It's a textbook application of the Texas sharpshooter fallacy.
So what I'm going to do is an ad absurdum reduction of his curve.
I don't know the exact coordinates of any of my examples either, but, here's the important part: I don't need to pretend to. I'll just peg them between two other values, which, assuming the curve is correct, both fall in the valley or outside it, or some other position. Based on the reaction they caused, and, again, assuming that the curve were correct.
And due to the shape of the curve, if two points are in the valley, then everything between them is in the valley too. If two points are, say, both to the left of the valley, then a point between them should be on the left of the valley too. That is the important part.
So, let's build a counter-example: the FF movie was called a clear example of the Uncanny Valley. It's in the valley. Sony's Everquest 2 (particularly with the unnatural ambient bloom enabled) caused a similar reaction, and many euphemisms were used to describe just that: that that world looked disturbingly unnatural, especially if you pushed the graphics settings high enough. Classic example of entering the uncanny valley from the left, eh? So it's point 2 in that valley.
A point between them should, obviously, also be in the valley. That curve only has one dip, right?
Well, point #3 could be Oblivion. The graphics are better and more detailed than Sony's graphics in EQ, but don't even come close to the insane polygon counts and animations of the FF movies. It's between the two points. It should also be in the valley. It isn't. Nobody was repulsed by Oblivion's graphics. Or pick Crysis, or whatever newer high-end game, and you get the same curious behaviour. It ought to be in the valley, but it isn't.
Let's build another counter-example: so we're told that zombies are only repulsive because they're so close to humans as to fall in the uncanny valley. So logically, if you start with a zombie and move farther and farther away from human-like with it, eventually it exits the valley. Right? In fact, past a point it becomes outright _cute_ and appealing. Or ought to. I mean, that's the shape of that curve.
You probably realize already how absurd that statement is, but let's actually imagine it. Let's say we start with that corpse an
A polar bear is a cartesian bear after a coordinate transform.
Important to note that the only part of the video that looks completely normal is the behavior of the head, the arms, the breathing of the torso-essentially everything done by the actual human. I'd be surprised if you felt absolutely no (at least confusion if not revulsion) watching the video. The face was interesting to me, but I was blown away by how realistic the hair looked, how realistic the arm movements--until I realized that that was all still a regular human being. Then, when I focused in on the face alone, it simply looked animated, and if not disgusting, at least completely out of place.
I think the general feeling, even if it isn't an all-out feeling of disgust, is one that things are...not...right. Ultimately, I think this is a pretty bad example, though, since Emily is touted as being "not real" but in fact the majority of the body language--the stuff we are tuned into almost subconsciously--is still human. I think if this video skips by any general feeling of revulsion, disgust, or out of place-ness, it is specifically because there are still physical human elements in it.