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	<title>Comments on: Uncanny Valley</title>
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	<link>http://www.rsart.co.uk/2008/06/06/uncanny-valley/</link>
	<description>Rick Stirling, games artist</description>
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		<title>By: Phil Johnson</title>
		<link>http://www.rsart.co.uk/2008/06/06/uncanny-valley/comment-page-1/#comment-24138</link>
		<dc:creator>Phil Johnson</dc:creator>
		<pubDate>Wed, 14 Jan 2009 01:57:08 +0000</pubDate>
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		<description>It&#039;s close, certainly. Very close indeed, in fact. Around about the fifty second mark, it almost gets there.

I find the Uncanny Valley effect fascinating. It&#039;s amazing how much little detail there has to be. Things like the fact that the pupils are at a fixed dilation, rather than changing and focusing like they should. The sub-surface scattering is just a tiny, TINY bit off, the jaw doesn&#039;t appear to be rigged for side-to-side motion. The elasticity of the skin is uniform in areas where it shouldn&#039;t be and the hair doesn&#039;t have the fractional inertia and springiness that real hair, even at that short length, would have.

Of course, the human brain&#039;s configured for looking at human faces. You&#039;re not going to easily fool a machine stress-tested for that purpose by millennia of evolution.

Personally, I reckon games designers should never stop striving for realism, but we need to accept that it&#039;s going to be a long time before we get there. Guys like me, who are just starting out, had better stay well clear of the valley in the beginning. Caricature&#039;s easier, for a start, and it&#039;s amazing how well-received some very non-human looking characters can be.</description>
		<content:encoded><![CDATA[<p>It&#8217;s close, certainly. Very close indeed, in fact. Around about the fifty second mark, it almost gets there.</p>
<p>I find the Uncanny Valley effect fascinating. It&#8217;s amazing how much little detail there has to be. Things like the fact that the pupils are at a fixed dilation, rather than changing and focusing like they should. The sub-surface scattering is just a tiny, TINY bit off, the jaw doesn&#8217;t appear to be rigged for side-to-side motion. The elasticity of the skin is uniform in areas where it shouldn&#8217;t be and the hair doesn&#8217;t have the fractional inertia and springiness that real hair, even at that short length, would have.</p>
<p>Of course, the human brain&#8217;s configured for looking at human faces. You&#8217;re not going to easily fool a machine stress-tested for that purpose by millennia of evolution.</p>
<p>Personally, I reckon games designers should never stop striving for realism, but we need to accept that it&#8217;s going to be a long time before we get there. Guys like me, who are just starting out, had better stay well clear of the valley in the beginning. Caricature&#8217;s easier, for a start, and it&#8217;s amazing how well-received some very non-human looking characters can be.</p>
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		<title>By: User links about "uncannyvalley" on iLinkShare</title>
		<link>http://www.rsart.co.uk/2008/06/06/uncanny-valley/comment-page-1/#comment-23004</link>
		<dc:creator>User links about "uncannyvalley" on iLinkShare</dc:creator>
		<pubDate>Sat, 04 Oct 2008 04:33:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.rsart.co.uk/?p=371#comment-23004</guid>
		<description>[...]  2 votesFrown Town Evasion » Playing with dolls&gt;&gt; saved by whitewolf607 2 days ago2 votesUncanny Valley&gt;&gt; saved by shikamarinhyuuga 2 days ago1 votesWelcome to the Uncanny Valley&gt;&gt; saved by ggkilmon 5 [...]</description>
		<content:encoded><![CDATA[<p>[...]  2 votesFrown Town Evasion » Playing with dolls&gt;&gt; saved by whitewolf607 2 days ago2 votesUncanny Valley&gt;&gt; saved by shikamarinhyuuga 2 days ago1 votesWelcome to the Uncanny Valley&gt;&gt; saved by ggkilmon 5 [...]</p>
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