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Uncanny valley

41 bytes added, 02:59, 2 June 2015
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Xinreality moved page Uncanney valley to Uncanny valley
[[File:Uncanny-valley.jpg|framed|Fig.1 The Uncanny Valley Graph <ref>http://www.johnmckenziehypnotherapist.co.uk/uncanny-valley/</ref>]]
 
The term 'uncanny valley' refers to a situation in which something bears realistic human appearance (or movement), yet appears uncanny or repulsive to observers. The hypothesis is, that as a subject's appearance becomes more realistic it will tend to engender progressively more familiarity in the viewer- except for a small period just before the likeness is perfect, wherein the subject instead appears repulsive.
The "valley" refers to the dip that occurs if the concept is plotted as a graph of familiarity (y-axis) as a likeness becomes more realistic (x-axis).  [[File:Uncanny-valley(See Fig.jpg|framed|The Uncanny Valley Graph <ref>http://www.johnmckenziehypnotherapist.co.uk/uncanny-valley/</ref>]]1)
==Source==
==Relevance to Virtual Reality==
The concept of the uncanny valley is particularly relevant to [[virtual reality ]] because the 3D graphics which are a staple of virtual environments often exhibit the phenomena when life-like avatars or characters are used. While cinematic 3D renderings have largely progressed past the point of evoking revulsion, the computational constraints of rendering in real-time for virtual reality mandate less complex results, which makes it difficult to create samples that are sufficiently lifelike to move past the uncanny valley.
==Possible Solutions==
==References==
<references/>
 
[[Category:Terms]]

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