Or so the theory of the Uncanny Valley, first proposed by Japanese roboticist Masihiro Mori, goes.
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The idea of the uncanny valley was originally proposed by Masahiro Mori, a Japanese roboticist, in 1970.
If PS4 can solve the uncanny valley, and bring true emotion to games, the industry could have its Citizen Kane.
The uncanny valley phenomenon was put forth in an article in "Energy" in 1970 by Japanese robotics expert Masahiro Mori.
Researchers may be able to understand the EEG patterns associated with the uncanny valley effect, and people's comfort with various robotic forms.
Only two of them, however, are needed to explain the uncanny valley.
One of the steepest challenges for computer animators and game developers is crafting realistic human characters without dropping their audience off the proverbial cliff of the uncanny valley.
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Zombies occupy what roboticists and animators call "the uncanny valley" in human perception though decidedly not human, they are so close to being human that they prompt instant revulsion.
Saygin and colleagues published a study last year using functional magnetic resonance imagining (fMRI), looking at what's happening in the brain that might explain the uncanny valley phenomenon.
The uncanny valley effect could have to do with uncertainty about whether a robotic character is truly alive or dead, and even play into our deep-seated fears of death.
In his view, the uncanny valley effect has to do with a mismatch in features of a single animation or robot, with some parts appearing much more humanlike than others.
This offered scientific proof of why viewers may have been especially disturbed by the dead-eyed characters in The Polar Express, and why film producers need to be mindful of the uncanny valley.
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Although the idea of the uncanny valley has been observed, there has not been much rigorous scientific experimental work on it, partly because it's hard to get at the heart of the matter objectively.
MacDorman's current focus is on the uncanny valley with respect to empathy: that is, is the uncanny valley phenomenon related to a person's difficulty in identifying with particular computer-animated or robotic characters in films?
By plotting perceived humanness along the horizontal axis and eeriness along the vertical, Dr MacDorman says that he can recreate Dr Mori's chart of the uncanny valley, this time using real data about how people feel about a particular robot or animation.
To my eye, Zoe was stuck somewhere in the "uncanny valley", that no man's land between robot and realistic human replica that makes us feel uncomfortable.
Dr Gray and Dr Wegner believe their findings argue that a big part of the uncanny-valley effect stems from expectations not being met.
In a phrase first coined by the Japanese roboticist Masahiro Mori, get too human and they fall into the "Uncanny Valley", that point on a graph that plots acceptance against how human like a robot is where acceptance falls through the floor.
Her tiny movements, such as bending over to closely examine a new item for the first time (even one that has no bearing on the game), give her a human feeling without treading into Uncanny Valley (where animation comes so close to actual human behavior that it causes discomfort).
In the end, it might live and die on a new type of "uncanny valley" effect that CinemaCon viewers, and Douglas Trumbull himself, pointed out.
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