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Realistic Human Graphics Look Creepy 650

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."
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Realistic Human Graphics Look Creepy

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  • by illumina+us ( 615188 ) on Thursday June 10, 2004 @10:48AM (#9387140) Homepage
    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!
  • by tcopeland ( 32225 ) * <tom&thomasleecopeland,com> on Thursday June 10, 2004 @10:48AM (#9387143) Homepage
    ...right here [arclight.net] .

    There's a bit in there about how Aesop's fables are more effective because he used animals rather than people for his characters... interesting stuff.
  • That'd explain... (Score:2, Interesting)

    by Anonymous Coward on Thursday June 10, 2004 @10:51AM (#9387173)
    This would explain the success Japanese-style anime has. People complain about how the characters have no nose or unrealistic eyes, but it's all symbolic anyways.
    Look at the South Park show! The characters are like 3 inches tall, but people watch it for the slapstick humor and such.
  • by Anonymous Coward on Thursday June 10, 2004 @10:52AM (#9387183)
    Also from Slate, about high-definition TV being bad for porn [msn.com], because it's just too clear. Everything looks better in porn when it's a bit blurry.
  • by Sir dies alot ( 782598 ) on Thursday June 10, 2004 @10:54AM (#9387224)
    Just thought I'd point out that the Discovery Channel has done a story on this in the past, specifically when referring to robot appearance. There is an actual graph of how realistic the face is vs the attitude people take towards it. Though I can't seem to find the link, if I remember correctly it rises steadily until a little bit past "75% realistic", at which point it drops to next to nothing until about "97% realistic" in which it rises back to the top. If someone could find a link to this, that would be great. It may also have appeared sometime on TechTV.
  • I thought the same (Score:3, Interesting)

    by TheRealMindChild ( 743925 ) on Thursday June 10, 2004 @10:55AM (#9387230) Homepage Journal
    Recently, Ive thought the same thing. I think it ultimately has to do with how they get thier models. A lot of people dont actually realize that these charactors arent just made up from scratch, throwing together millions of polygons, but rather, they take the subject and put them in a precision 3d scanning device which constructs the model for them. At that point, the facial expressions are largely left up to the development team to take care of, and thats where it all falls apart.

    This might seem a bit bizaar, but disney's anamatronics, while always looked fake, had UNCANNY mouth movements and facial expressions. They were so on par, to this day I am still amazed... and wonder why no one else can get that close.
  • by saddino ( 183491 ) on Thursday June 10, 2004 @10:56AM (#9387235)
    I've read in a number of places that game developers have discovered that the more "real" the physics engine, the less "fun" a game feels. Of course, for simulations, you do want accuracy. But for other games, you want "just the right amount" of realism to envelop the user in a believable environment, but not so much so that it mimics the somewhat boring constraints of real-life.
  • Americas Army (Score:5, Interesting)

    by Zelet ( 515452 ) on Thursday June 10, 2004 @10:56AM (#9387236) Journal
    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.
  • by mrwonton ( 456172 ) on Thursday June 10, 2004 @11:00AM (#9387285) Homepage
    This actually brings up a good point. Games like Postal 2 [gopostal.com] 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.
  • Uncanny Valley (Score:4, Interesting)

    by powerlinekid ( 442532 ) on Thursday June 10, 2004 @11:02AM (#9387313)
    This [arclight.net] appeared on Slashdot a while ago.

    The general premise is that has things move towards looking more life like, at a certain point they end up in the "uncanny valley" if they aren't perfect. This is where things look real enough, but the brain sees something wrong with it.

    The human brain (and I'd suspect a lot of other species) is very good at picking up the "attractiveness" of something and a lot of it is subconcious. This obviously has developed for mating as a way of choosing the best possible mate. An example would be looking at a girl, being attracted to her and having no idea why i.e what specific features makes her attractive to you?. The counter example would be looking at another girl and finding her repulsive for one little flaw , say a limp or a mishapen nose, even though the rest of her is fine.

    The reason cartoons and classic animation don't cause this is because we don't take them seriously.
  • Re:Americas Army (Score:5, Interesting)

    by Daniel Dvorkin ( 106857 ) * on Thursday June 10, 2004 @11:03AM (#9387326) Homepage Journal
    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.
  • Re:examples? (Score:5, Interesting)

    by fireduck ( 197000 ) on Thursday June 10, 2004 @11:03AM (#9387338)
    Interesting that you bring up Aki. I have a silk screened wall hanging of the same image that a friend picked up at E3 several years ago. My feeling about the Final Fantasy movie was that the characters were amazingly life like, *until* they started talking. The animators didn't have a good grasp on (and probably didn't have the technology to model) realistic facial movements They didn't convey a great deal of emotion. No light in their eyes, or any of the other subtle facial clues we look for when talking to someone. Beautiful when rendered static, but wrong and a bit creepy when in action.

    I wonder if WETA tried to re-model Gollum as a human how realistic it would be. The technology has clearly advanced to the point where they can pick up many of those subtle clues, but since it was still non-human, I wonder how much of that is our projection of emotion into it.
  • Too symetrical (Score:5, Interesting)

    by xyote ( 598794 ) on Thursday June 10, 2004 @11:03AM (#9387339)
    Real humans don't have such perfect symetry. It's true that better symetry is considered more beautiful but nobody has perfect symetry. And people who look too good, ie. too symetrical, do look sort of creepy.
  • by Short Circuit ( 52384 ) <mikemol@gmail.com> on Thursday June 10, 2004 @11:08AM (#9387408) Homepage Journal
    I wanted to put rudimentary FEA in the Quake engine...imagine causing the opposing team's fort to collapse.

    Unfortunately, I lacked the programming skills--and still lack the mathematics skills--to do it.
  • Re:examples? (Score:5, Interesting)

    by alnya ( 513364 ) on Thursday June 10, 2004 @11:09AM (#9387410)
    I find this [raph.com] 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
  • by kcornia ( 152859 ) on Thursday June 10, 2004 @11:10AM (#9387430) Journal
    Yeah, as a Links 2003 player (golf sim), if their physics made my game in Links as bad as my game on the real golf course, I'd be PISSED!
  • Shrek (Score:4, Interesting)

    by System.out.println() ( 755533 ) on Thursday June 10, 2004 @11:14AM (#9387473) Journal
    This story reminds me of an interview I read in, I think, Wired about the making of Shrek. They made the princess as realistic as possible, but it was looking like an animated corpse. They said something along the lines of "until we have the ability to cross the last 1% of realism, we need to step back a bit".

    Or something.
  • by Anonymous Coward on Thursday June 10, 2004 @11:16AM (#9387495)
    The reason people reach a limit with robots that look real is the perception that "you're being watched". Real people make people just as uncomfortable if they were to sit there, perfectly motionless, staring, or perhaps turning their head robotically to match your every move. No one feels comfortable with that kind of focused attention. So the next step in robotics is to infuse intelligent mannerisms, and etiquette rules (we teach our children not to point and stare, don't we?), so robots would naturally, look away, look around as if in thought, blink, roll their eyes, etc, rather than staring directly.

    That's for robots. For games, we're not being watched, so the problem is not the same. We are not made to feel uncomfortable, but rather, just disturbed. It's the same disturbing feeling/reaction we get when we see people with deformities. Because that's exactly what we're seeing in less than perfect game characters: Deformities! AKA: the unexpected.

    So it's really the responsibility of the 3D modellers and animators to improve their craft. How hard is it to make 3D characters BLINK? And also make the eyes move around? It's that blank, blinkless stare that makes characters look "dead". Shinyness of the eyes is also important. That's something taught in even the most basic "life drawing" art classes. Without that shine on the eyes, you get the dead fish look.

    To me what bugs me most is human animation that is just plain bad or cartoony (and there's more of that than not. I think animators who truly understand human motion are very rare). Silent Hill 2 and 3 did an excellent job with the 3D humans. They don't look 100% real, but they don't look "uncanny" either, because they don't have obvious facial "deformities".

  • Re:Shrek (Score:4, Interesting)

    by MyHair ( 589485 ) on Thursday June 10, 2004 @11:21AM (#9387562) Journal
    I remember watching a 'making of' show about the first Shrek movie and they said they purposely made the girl less human-like for the same reason. That she got to a point were it was freaky to have her look that human.

    The way I remember it is that they said she looked so realistic she looked out-of-place in contrast to the intentionally cartoony/exaggerated sets and other characters.
  • by Jeff DeMaagd ( 2015 ) on Thursday June 10, 2004 @11:23AM (#9387584) Homepage Journal
    I think it's funny how people have taken the "intrinsic divide" as some sort of fact when it is just a theory, one that hasn't really been tested well either.. The reason Dr. Mori is doing his projects is to test that fact.

    It doesn't matter if people "know" something, and that it is common knowledge. If that knowledge isn't fully tested, then it may not be true.
  • by Hard_Code ( 49548 ) on Thursday June 10, 2004 @11:23AM (#9387591)
    No, the point is that when you start to make a robot look human, your brain thinks "ah, that's a cute robot!", but when you make a robot look ALOT like a human your brain starts thinking "damn, that's a fucked up human".

    "but really, are very realistic paintings of people creepy?"

    Never seen a movie with a picture with cut out eyes so people can "spy" on people in the room? Yes, that looks creepy.
  • by sixpaw ( 648825 ) on Thursday June 10, 2004 @11:24AM (#9387605)
    Scott McCloud covered this one too; the more iconic a human figure is, the easier it is for the reader/viewer to identify with it. Conversely, it's possible to anthropomorphize even the most iconic images; the standout example that he gives in his book is an electrical socket that (in the right context) still clearly identifies as a face. If you're interested in the design aspects of this, check out Understanding Comics [scottmccloud.com] for more details.
  • by tgibbs ( 83782 ) on Thursday June 10, 2004 @11:26AM (#9387621)
    I think this is what killed the Final Fantasy film. The characters were so realistic that my brain accepted them as human--and then spent the rest of the film wondering, "What's wrong with them?" The problem is that we are very sensitive to the subtleties of human behavior. As long as you aren't actually fooled, you are impressed by the quality of the simulation. But if it is good enough for you to take it for human, then what would otherwise be a minor flaw in an excellent simulation suddenly seems like something pathological about another person. So beyond a certain point, if the simulation is not perfect, it starts to seem disturbingly wrong in some undefinable way.

    I'd love to see a remake of the Matrix films, in which all of the "in the Matrix" sequences were done with computer animation, like the excellent "Flight of the Osiris" short by the Final Fantasy team. In that context, I think this "problem" would become an asset.
  • Style (Score:5, Interesting)

    by EvilTwinSkippy ( 112490 ) <yoda AT etoyoc DOT com> on Thursday June 10, 2004 @11:26AM (#9387627) Homepage Journal
    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...

  • Polar Express (Score:2, Interesting)

    by nerdup ( 523587 ) on Thursday June 10, 2004 @11:28AM (#9387665) Homepage
    A really good example of how creepy these characters can be is the soon-to-be-released Polar Express movie (http://polarexpressmovie.warnerbros.com/) starring Tom Hanks. The kids look exactly as the author of the article describes: like animated corpses. there is a lot of buzz on the cg and 3d animation forums about why this movie looks so bad, but i think the best answer is that they took a great actor (tom hanks) and motion captured his acting so they could apply it to a cg actor that couldn't act as well.
  • by Squid ( 3420 ) on Thursday June 10, 2004 @11:28AM (#9387666) Homepage
    C3P0, now that you mention it, has those huge perplexed-looking eyes. A totally neutral robot face DOES look a tiny bit creepy and corpselike. C3P0 looks submissive and nonthreatening, his facial expression works for almost every state of emotion he expresses (also a tribute to Anthony Daniels' ability to make anything in the script sound like it goes with that expression).

    Are we really to the point where we begin to talk about human-machine interfaces in terms of RACIAL relations? "Nonthreatening", where have you heard that before?

    Still, if C3P0 was a PERFECTLY human-looking android, that same wide-open look would creep you the fuck out, like someone walking around with no eyelids.
  • by perlchild ( 582235 ) on Thursday June 10, 2004 @11:30AM (#9387686)
    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.

  • Re:Sad case (Score:5, Interesting)

    by Ubergrendle ( 531719 ) on Thursday June 10, 2004 @11:36AM (#9387783) Journal
    The human brain is the best pattern recongition mechanism every discovered. There is nothing remotely upon our technological horizon that can mimic or replace the pattern recognition ability that is inherent in advanced mammals. There's a level of function that we understand abstractly, but have no working model for.

    In these posts there's been alot of discussion about symmetry and its associations with beauty, but I think that simplifies things too much. I like to look at inverse reactions to beauty...horror. A misshappen human figure we natural recoil against. Its probably an biological protocol that evolved to have us avoid diseased members of our species that are not viable partners for procreation.

    Think of the grotesequely repulsive reactions you have.
    1. Burn victims and disfiguring diseases like leoprosy or facial cancers (victims of which who deserve tremendous sympathy and support)...
    2. Misproportinate artistic representation (think "Black Hole Sun" video)...
    3. Botched or excessive body manipulation (e.g. excessive weightlighting, or breast impants/face lifts). Think Michael Jackson.

    There was a pastiche diagram I once saw, comprised of pictures of reaslitic human female body parts compiled together in the proportions of Barbie. It was so creepy i have shivers up and down my spine.

    I am hoping that HDTV and its realism will have a calming effect on our air brushed, perfectionist, image-perfect culture. I think women have a much more difficult time with body image due to our media than men (although Calvin Klein has been trying to change this for years, fark you CK). Once people realise how heavily made up Catherine-Zeta Jones is, or how Jennifer Aniston always has a soft lense used, maybe people will be more comfortable with their own selves.
  • Re:examples? (Score:4, Interesting)

    by Dr. Spork ( 142693 ) on Thursday June 10, 2004 @11:41AM (#9387845)
    Pretty nice! It looks like synthetic child porn is very close. Wasn't there some US law that was being considered about sexually explicit rendered pictures depicting children? Will there be laws that forbid you from drawing certain scenes? That would be weird, but we're living in weird times.
  • Re:Hollywood Beware! (Score:3, Interesting)

    by EvilTwinSkippy ( 112490 ) <yoda AT etoyoc DOT com> on Thursday June 10, 2004 @11:45AM (#9387894) Homepage Journal
    Never happen.

    And here is why. Animation artists are far more expensive. You don't NEED an a-list actor to make a movie. You can assemble a respectable cast for a movie from a local community theater. Scratch that. Americans aren't used to people who can actually act.

    Which brings me to point 2. Actors in movies don't "act". They are charactatures bumbling through a plot while reciting lines. Tom Cruise plays Tom Cruise in all of his movies. Keanu Reeves plays Keanu Reeves. Characters a made up of all the subtle gestures, inflections, and involuntary ticks they make while performing.

    Yes, a computer could synthesize quirks. But keeping it consistent enough to build a "star" would take far more effort than simply hiring an actor. (Note that all animated blockbusters until now DID use real actors to generate voice and gestures.)

    Give people some credit. The star system aside, we are cheap to make, and we can make stuff up on he fly that leaves a team of artists working on the world's most powerful computers in the dust.

  • by nelsonal ( 549144 ) on Thursday June 10, 2004 @11:49AM (#9387945) Journal
    Alias has a prett neat quiz bettween real pictures and computer generated ones. If you've never seen it it's availible here [alias.com]. 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.
  • Not-shiny is hard (Score:3, Interesting)

    by garyebickford ( 222422 ) <`gar37bic' `at' `gmail.com'> on Thursday June 10, 2004 @11:50AM (#9387962)
    Natural skin texture and optical characteristics are quite difficult. For a long time nobody had done it at all, now I think it just takes a lot more computing power. The skin tones in "Toy Story" were a major technical advance, and used ray tracing. Specular reflection (shiny) is relatively straightforward to do via either ray tracing (the mathematically "correct" method) or faking it by just changing the shade depending on the approximate location of the lighting and angle on each patch of the surface. This can be futzed with to soften it somewhat, else everything would look like it was made of plastic. I don't follow video boards, but this is probably basically what they're doing, because ray tracing would be too computationally expensive.

    To do it correctly requires ray tracing not just a single ray (ray tracing is done backwards from eye, off surface, to other surfaces if appropriate, etc.) to the light source, which is computationally expensive already, but at each surface you have to multiply the number of source rays coming from many angles, to approximate the diffuse reflection of light contributed from all surfaces the scene. So each ray can explode into a large number of additional contributing rays. This quickly starts to look a lot like a render-wall problem.
  • by Jackie_Chan_Fan ( 730745 ) on Thursday June 10, 2004 @11:58AM (#9388041)
    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.
  • by _bug_ ( 112702 ) on Thursday June 10, 2004 @12:01PM (#9388071) Journal
    Paintings are a bad example.

    Life-like images are not exactly new. We're quite use to them because they do get so life-like.

    The problem is entirely in MOVEMENT of those life-like objects. Eyes twitch or blink the wrong way, certain areas skin on the face move too little or too much as the lips move. The gait, or posture of the walking figure just doesn't look right.

    We're so use to seeing humans that we never pick up on these subtle things that we instantly recognize as "human".

    When you're presenting an animated or toon-ish character, you're mind easily accepts it because you understand it's a parody of a real object.

    When presented with life-like objects, you're mind is trying to accept them, not as parody, but as the real thing. This touches completely different areas of the brain. An area use to seeing ONLY humans. Now something that doesn't act human is trying to be passed off to this area of the brain. It instantly says "no ufcking way" and thus.. we get all those creepy feelings because we've got no idea how to react. Up until this point, we hadn't been subjected to non-human objects trying to be passed off as human. That area of the brain has no clue how to react.

    * 'area of brain' is not meant as a physical area. i do not claim to be a brain-tologist. hah.
  • Re:examples? (Score:3, Interesting)

    by Jackie_Chan_Fan ( 730745 ) on Thursday June 10, 2004 @12:07PM (#9388141)
    The answer to your gollum question...

    Weta did have digital doubles for their actors. Of course they wouldnt have the level of detail that Gollum requires for upclose acting. But from a far, even Legolas and the other digital doubles looked fake due to their actions.

    Legolas tackling that elephant creature... it just doesnt move or look real in any manner at all. Its unbeleivable from just about every angle and to top it off, the animation wasnt natural.

    Even Spider-man who is basically a human form without the expressive face... was animated poorly in spider-man 1.

    Now take Jackie Chan from 94 and earlier... (when he could move) There is a real human being doing amazing things. Infact hes surrounded by a whole team of human beings doing amazing, REAL stunts and fight scenes.

    Occasionally they'll use a wire here and there for effect in Jackie's movies and yet its still beleivable, and its strengthed by the fact taht you actually beleive that is Jackie doing all of those things.

    Its almost a magic trick... You're expecting a real person to do these things, then they do it, and wow.. amazing. What you missed is one of the shots had a stuntman doubling Jackie. You missed it because 95$ of the films stunts was infact Jackie.

    Slide of hand. Movies have always been about tricks, the biggest factor is.. what can we do to get your mind willing and able to accept the very thing we want you to beleive.

  • Re:Americas Army (Score:5, Interesting)

    by Hiro Antagonist ( 310179 ) on Thursday June 10, 2004 @12:07PM (#9388146) Journal
    I wish I had mod points, because you're only at +4. One of the biggest thing that pisses me off when I'm sparring or playing paintball with some of these dumb-ass kids (yes, even at 23, they're still kids), is that they have no idea how a realistic combat situation works.

    Seriously. Take your average paintball geek, and tell them that they have a half-hopper to last them the entire game...let's say fifteen minutes worth. Likewise, take your average frat-boy toughguy, and see how well they do against an amateur, junior-grade boxer who is two weight classes below them. In either case, they will likely get pounded.

    Kids who have grown up on movie combat seem to think that bullets rarely strike, and that you can take kicks to the head with no ill effects as long as you know Kung Fu, and it just doesn't work that way; getting shot hurts. A lot. Yes, I know by experience, and that's just because I was an idiot[1] at the time, not because someone wanted me dead. Getting punched hurts. A lot. One good solid right cross to the jaw, and it's lights out.

    Okay. I'm done now.

    [1] Richochet from a .22 I was plinking around with as a kid. Taught me a good lesson about setting up proper backing for a target, as well as a hell of a lot more respect for firearms. Especially because it narrowly missed both my left femoral artery and a nearby testicle.
  • Re:outstanding (Score:3, Interesting)

    by Mr Guy ( 547690 ) on Thursday June 10, 2004 @12:09PM (#9388176) Journal
    I'm not sure it's that they are missing something, but they are TOO round and shiny. Eyes don't fully reflect everything making his seem marble like. The teeth look like dentures at best too. It's very good, but definitely strikes me as wax like.
  • Re:Curve (Score:3, Interesting)

    by It'sYerMam ( 762418 ) <[thefishface] [at] [gmail.com]> on Thursday June 10, 2004 @12:10PM (#9388180) Homepage
    There are several different factors that will influence the success of a simplistic style.
    For example, games that I dub "classy" - Splinter Cell, Hitman, etc, benefit from their crisp graphics. They have an inherent cool factor that simplicity would take away from.

    On the other hand, games which you play purely for the fun, not for the "experience" are often better off simple. For example cube, and as the sibling stated, tetris.
    As an example, I once saw a Hitman game of "Anathema." 47 opened a door, someone was behind it and, without pausing, shot him three times in the gut, stepped over the body and continued.
    This purely cinematic moment was like something straight out of a thriller movie, and the realistic(ish) graphics added immensely.

  • by mbourgon ( 186257 ) on Thursday June 10, 2004 @12:14PM (#9388238) Homepage
    Matrix: clever idea. Not feasible now, but give it a few years. Of course, by then they might have photorealistic avatars.

    Final Fantasy - no what killed the final fantasy movie was a really bad, hippy-earth-love drenched, plot. The movie is gorgeous. The emotions, sure, aren't there. But it was the bad reviewsb that kept people away.
  • by Rob Carr ( 780861 ) on Thursday June 10, 2004 @12:15PM (#9388252) Homepage Journal
    And how do you know what realistic splatters look like?

    I don't know about the other guy, but I used to be a paramedic. This causes problems when I go to movies or watch TV. The blood and gore almost always looks fake and I start this bizarre giggling.

    Needless to say, I did not go to see "The Passion of the Christ."

  • by m.h.2 ( 617891 ) on Thursday June 10, 2004 @12:17PM (#9388282) Journal
    It's odd how the Government's recent use of American soldiers has modified the public's perspective of soldiers in general. The main purpose of a soldier is to fight. These people are recruited and trained to kill, not to be social workers, prison guards, traffic cops, etc. (IMO, this is the most important reason why American troops should not be in Iraq. The "soldier-ing" is done!) To that end, I would think that the military would *want* people with a "death fetish" and/or people who can handle seeing other peoples' body parts blown off.
  • Grimwade's Syndrome (Score:5, Interesting)

    by Squid ( 3420 ) on Thursday June 10, 2004 @12:20PM (#9388321) Homepage
    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
  • by kavi_3 ( 5872 ) on Thursday June 10, 2004 @12:22PM (#9388350)
    The military wants people that can kill when given an order, but not people that are so fucked up that they cannot work in a team. Teamwork is incredibly important to the military, no body wins a war all by themselves. People with a "death fetish" are not going to be good as part of a team, even in a team of other "death fetishists."
  • Re:Sad case (Score:3, Interesting)

    by multimed ( 189254 ) <mrmultimedia@ya h o o.com> on Thursday June 10, 2004 @12:40PM (#9388616)
    I am hoping that HDTV and its realism will have a calming effect on our air brushed, perfectionist, image-perfect culture. I think women have a much more difficult time with body image due to our media than men

    I was recently working on a video shoot, and during lunch break, the subject of HDTV came up. Both the actor (an attractive, though aging 50ish gentleman) and the make-up artist expressed considerable concern over the negative side of HDTV. The ability to see right down to the pores of the actors skin scares the bejeesus out of some people. Though I could see the other side, that it makes the make-up artist, especially really good ones, even more important. My take is the same as yours, that by exposing so much that it will become clear that the actors really aren't perfect--and that will maybe cure a lot of society's problems. Then again, never understimate the vanity of Hollywood--maybe it just means plastic surgeries, more make-up and optical and digital effects will become even more widespread and required.

  • Re:Style (Score:5, Interesting)

    by jfengel ( 409917 ) on Thursday June 10, 2004 @12:43PM (#9388653) Homepage Journal
    I think William Shakespeare said it best:

    O for a Muse of fire, that would ascend
    The brightest heaven of invention,
    A kingdom for a stage, princes to act
    And monarchs to behold the swelling scene!
    Then should the warlike Harry, like himself,
    Assume the port of Mars; and at his heels,
    Leash'd in like hounds, should famine, sword and fire
    Crouch for employment. But pardon, and gentles all,
    The flat unraised spirits that have dared
    On this unworthy scaffold to bring forth
    So great an object: can this cockpit hold
    The vasty fields of France? or may we cram
    Within this wooden O the very casques
    That did affright the air at Agincourt?
    O, pardon! since a crooked figure may
    Attest in little place a million;
    And let us, ciphers to this great accompt,
    On your imaginary forces work.
    Suppose within the girdle of these walls
    Are now confined two mighty monarchies,
    Whose high upreared and abutting fronts
    The perilous narrow ocean parts asunder:
    Piece out our imperfections with your thoughts;
    Into a thousand parts divide on man,
    And make imaginary puissance;
    Think when we talk of horses, that you see them
    Printing their proud hoofs i' the receiving earth;
    For 'tis your thoughts that now must deck our kings,
    Carry them here and there; jumping o'er times,
    Turning the accomplishment of many years
    Into an hour-glass: for the which supply,
    Admit me Chorus to this history;
    Who prologue-like your humble patience pray,
    Gently to hear, kindly to judge, our play.

    God I love that speech.
  • by Anonymous Coward on Thursday June 10, 2004 @12:44PM (#9388674)
    be an interesting psychological test to see if people still have no problem killing them when they do actually look human. Yes it would still be just a game, but there is bound to be an effect, considering during WWII only about 2% of people tried to kill the enemy, and 1% of those where sociopaths.
  • Incidentally, I agree with the sibling poster who says that it's better to have people play FPS to learn that they're not invulnerable.

    It doesn't take a FPS to do that. Before we had computer graphics, Generals would act out upcoming battles on massive game tables, using chance to simulate complex components of battle. Both sides in WWII used this technique with pretty good success. Well, when they used it. The Nazis stopped using simulations when Hitler got it in his head that he was some sort of Napolean.

    In the Art of War, Sun Tsu writes: Now the general who wins a battle makes many calculations in his temple ere the battle is fought. The general who loses a battle makes but few calculations beforehand. Thus do many calculations lead to victory, and few calculations to defeat, how much more no calculation at all!

    Not exactly on topic...

  • by osu-neko ( 2604 ) on Thursday June 10, 2004 @12:58PM (#9388922)
    Actually I think this similarities make the differences more noticable.

    that's a good point.

    And precisely what the article says.

    i think my main issue with the article is that it claims that we think of animations/robots that are less human-looking as more human, when there is no evidence to support that idea.

    There's plenty of evidence to support exactly what the article says. Whether it says what you're saying here depends on what you mean by "more human". We're certainly not fooled into thinking something is human by a lack of realistic details. On the other hand, we're less distracted by the inhumanity of something when it has less detail. We're not constantly being reminded "it's not human" because our brains don't make an issue out of it. Perhaps "more life-like" would be a better term. We more easily project into something we see as living than into something inanimate (it's more easy to anthropomorphize a car than a picnic table, for example -- easier still to anthropomorphize the pet dog). My pet cat seems "more human" in this sense than the animated characters in a modern video game. And, indeed, she is "more human". At least she's a warm-blooded mammal rather than a pattern of dots on a CRT. Anything that an animated character does to draw my attention to the fact that it's not flesh and blood drags me away from the illusion.

    The more details you throw in, unless you get them precisely perfect, the more opportunities you get to spoil the illusion. I've seen perfectly realistic seeming characters in a game suddenly become jokes when they start walking in some scene. Real people can walk, so a sprite that can walk is more realistic than one that stands perfectly still throughout a scene, right? Technically, yes, this is true, but if it hadn't started walking, I wouldn't have been suddently and jarringly reminded of how unreal it actually is. I was buying it until it started walking.

    The most realistic, more believable, "most human" characters I've seen were in books, and they were nothing but words on paper. They seem a lot less real when you can recognize them as Brad Pitt on the screen. Am I saying words on paper are "more human" than Brad Pitt? Well, in the sense of "more human" that this article is talking about, yes, precisely.

    It boils down to this -- if your brain is better at filling in the details than the animators, the animation will be less jarring with less detail, and the less often you are jarred by the animation, the less often the illusion is spoiled. OTOH, if the animators can capture detail better than your brain and recall every last detail of a thing, then the reverse will be true, and you'll actually appreciate the quality of the animation. In our minds, we may have only a sketchy idea of what a picnic table looks like, so a fine bit of texturing and bump-mapping will knock our socks off with it's realism. But our minds are extremely well tuned for noticing details about human beings, so the same quality of animation that seems so damned real for the picnic table is jarringly unrealistic for the character.

    And the more unrealistic detail you throw in, the more often you jar the viewer's senses. More (in quantity) accurate details will improve the realism. More (in quantity) inaccurate details will take away from ther realism. If you agree with these two statements, it follows that an animation with less detail, assuming the missing details would have been inaccurate, is "more human" than the one with more (but inaccurate) details. Adding inaccurate details, whether it's adding eyebrows that don't move properly or adding extra arms, doing this makes something seem less human, not more. Both leaving off the eyebrows and leaving off the extra arms will make the character seem more human, and for the same reason. However, if you're really good at drawing and animating arms, the character will the extra arms will seem more lifelike and be easier to swallow...

  • by SeanDuggan ( 732224 ) on Thursday June 10, 2004 @01:03PM (#9388994) Homepage Journal

    In a game, you invariably respawn or reload from an earlier point. Sure, some people play "iron man" games where there is no saving, but that's rare, I suspect. Heck, most FPSes will currently save your game automatically before you run into a dangerous spot.

    I can personally attest to the odd mindset that can leave. I was working with some electronics at one point, shortly after a long gaming session. As I was reaching for some components, I realized I'd better first check to be sure everything was turned off and unplugged. THe thought right afterwards of, "Eh, I can always restore a save point" caused me sober up immediately and put off that work until I'd some sleep under my belt. *shrug* Or maybe I've just got a weak grasp of reality.

  • Far Cry (Score:2, Interesting)

    by GreenEggsAndHam ( 317974 ) on Thursday June 10, 2004 @01:12PM (#9389147)
    While playing the demo of Far Cry, I actually made a double-take after blowing a mercenary away. The reaction on impact of my bullets, the body tumbling and crumpling and then its pose as it lay on the ground. It kind of creeped me out for exactly the reasons brought up in the topic.

    Another point scored by the makers of Far Cry : makes some players cross the mental line between fun-filled slaughter fests and the notion of killing human beings.
  • by The Raven ( 30575 ) * on Thursday June 10, 2004 @01:12PM (#9389148) Homepage
    I had a few people I know, not comptuer savvy people, who did not believe that the actors in Final Fantasy: The Dreams Within were pure digital creations. They were undoubtedly fooled. Heck, I was fooled half the time. And more processing power will only improve that over time.

    So I think empirical evidence has already disproven this article. It's premise was undermined before it was even written. While games may not yet have reached that level of sophistication, I believe it is only a matter of time... and games like Half Life 2 are the ones leading the way.

    Raven
  • by cr0sh ( 43134 ) on Thursday June 10, 2004 @01:31PM (#9389395) Homepage
    Ever since reading about the "uncanny valley" a while back, and knowing what I know about Asperger's, in that those with the condition do not react (depending on the level of their condition) to facial expressions - I wonder if there is any relation or correllation?

    If many (most?) geeks have some level of Asperger's, do they react differently to human representations (even those close to, or in, the "uncanny valley") than those who do not have Asperger's? Do they react more favorably to these images, less, or the same - as toward real-life humans? Do "artistic geeks" with Asperger's create "Asperger-like" CGI human representations (that is, does a person with Asperger, who is also a CGI artist, project their viewpoint onto their CGI humanoid constructs)?

    I get this sense that they do - some here are proclaiming that "this doesn't look right, that doesn't, etc" (like discussion over FF:The Movie) while other geeks are saying "OMFG, it is beautiful, so well done - w00t!" (ok, that was a little over the top) - why the difference? Was the former non-Asperger's, and the latter was? Thus, that individual is better able to relate to the imperfect CGI? Furthermore, how does this relate to other examples of the "uncanny valley" - do individuals who purchase Real Dolls (for either sex, "dress-up", or collecting - yeah, there are collectors, strangely enough) have a higher incidence of Asperger's?

    Thoughts...?

  • by Rob Carr ( 780861 ) on Thursday June 10, 2004 @01:44PM (#9389591) Homepage Journal
    Now you know what it's like for a computer Guru to sit through a spy movie.

    This should get it's own Slashdot article: do they ever get ANYTHING right in the movies? I may have to see if it's ever been done on Slashdot....

  • by Ieshan ( 409693 ) <ieshan@@@gmail...com> on Thursday June 10, 2004 @01:55PM (#9389767) Homepage Journal
    No kidding! I had a friend who was an airline industry worker, and every time we saw the "Aircraft Control Simulato" game in a videogame store, we always used to joke about how people sit at their desk and drag cigarettes like mad while tearing their hair out and getting no sleep.

    It's like, the most stressful job in the world. Why anyone would want to simulate that is faaaar beyond me.
  • The AMD and/or your power supply would give out way before you would get close to the misery experienced by a tank crew on a hot day.

    Points for creativity, but I think there are some vets out there that would call you to the carpet.

    The rub with weapon jamming is that you can't tell by looking at it (most times) if the gun is fouled or not. At least not in a "holy shit they are coming over the hill" scenario. If players picked up a gun, and it didn't fire, or heck, blew up in their hands, that feature wouldn't make it through play testing.

    It's not that you can't simulate the gun jamming. You can't simulate the feeling of absolute helplessness on the part of the soldier who now seems to have brought a club to a gun fight.

  • by BravoFourEcho ( 581460 ) on Thursday June 10, 2004 @02:12PM (#9390039)
    Sitting in a hot computer lab has nothing on a MOPP suit.
    1. The temperature inside the MOPP suit is about 30 degrees F warmer than the ambient temp.
    2. You sweat like a pig, standing still.
    3. You cannot wipe off sweat, and if it gets in your eyes, tough luck.
    4. You drink water through a narrow straw, and your supply of water is generally limited to what you had in your canteens before you put on your mask due to contamination concerns.
    5. If you happen to wear glasses, the corrective inserts usually don't sit the same way your normal glasses do, and wearing contacts in a chemical environment is a very bad idea.
    6. If you have to do physical labor while it's hot out, mental performance starts to degrade after awhile because your brain is overheating. That means any complicated task you do, you do more slowly because you need to make sure you aren't forgetting something.
    7. TAP suits are much worse. They tend to be referred to as "brutal rubber" suits by the EOD guys. I don't know if the chem guys have a nickname for them.
  • by Trixter ( 9555 ) on Thursday June 10, 2004 @02:39PM (#9390423) Homepage
    A spy movie? How about any movie involving computers [oldskool.org]?
  • Re:examples? (Score:2, Interesting)

    by Peganthyrus ( 713645 ) on Thursday June 10, 2004 @02:51PM (#9390594) Homepage
    Did you actually watch the movie, or just collect the promo images? That movie was a perfect example of the 'Uncanny Valley' i action; the modelling and rendering was wonderful, but the animation was shit. It was mostly raw motion capture. The characters didn't breathe, they flailed their hands around stiffly like balls of meat at the end of their arms; they were moving corpses. Watching that full-screen kiss closeup was really horrible - though that one actually had careful facial animation, my brain was thoroughly convinced I was watching corpses, not people, by that time.
  • by dnijaguar ( 743134 ) on Thursday June 10, 2004 @02:59PM (#9390672)
    I remember a segment on Morning Edition from NPR about the Final Fantasy Movie. The art director said that the characters which seemed the most realistic were African-American or Elderly. Both of these were due to the way light was reflected by skin; less light is absorbed in dark skin so the simplified computer lighting system used in the movie looked real on those characters.
    Then the guy said that the old man appeared to be real because older actors often wear excessive amounts of makeup in movies, and people are used to seeing unrealistic light reflection on them. So the `death mask' on the Alias character is kind of like the makeup on old people in movies; she looks old and that is weird.
  • Re:Sad case (Score:4, Interesting)

    by CoreyG ( 208821 ) on Thursday June 10, 2004 @03:36PM (#9391110)
    I've noticed that during sporting events filmed in HD, that the closeups of the athletes (who I'm pretty sure do not wear makeup) look perfectly normal. I don't know whether this is because of conditioning (athletes aren't expected to look like actors), the lighting, the sweat, or what. However, when viewing a show in HD that has also been filmed in SD, the makeup on the actors/actresses looks horrible and overdone. It's almost as if HD requires actors to not use makeup in order to appear normal, whereas the lower SD resolution required lots of makeup to achieve the "normal" look.
  • America's Army teeth (Score:5, Interesting)

    by spoonyfork ( 23307 ) <spoonyfork AT gmail DOT com> on Thursday June 10, 2004 @03:37PM (#9391119) Journal
    Ever ghost a teammate in America's Army (before version 2.1) and panned around? Sometimes if your subject was standing next to wall your point view would get crammed into the body of the solider itself. At this point you were looking out at the world from his insides. It appeared as a crude wireframe for the most part. For the other part, the developers rendered the backs of the teeth and gums inside the head. Let me tell you, this looked so damn creepy the first time I saw it I couldn't stop staring at it. I later wondered why they bothered rendering the teeth if you can't even see them from the outside anyway? It had to be to creep people out. Had to be. *shiver*
  • by zokrath ( 593920 ) on Thursday June 10, 2004 @05:25PM (#9392379)
    The article seems to point towards the conclusion that as the graphics become more and more refined, the issue becomes one of animation; The more a polygonal face resembles reality, the more we expect it to move realistically, and yet at the same time there are many more vertices to move around in many more directions.

    At the core of the issue is that graphics by nature are an intermediary art form; the artist manipulates a medium, and the audience sees the final product, created over many hours of work and to the artists' satisfaction (Or the insistence of the one paying the artists.)

    Animation of the human form extends from this familiar territory into that of performance art, where the medium is the artist's body, and the audience sees the result of many hours of practice and performance.

    We expect cartoons, even realistic ones, to have at least some exaggeration in motion, if not form. Until recently computer graphcis fell into this category and thus our minds allowed them to bend the rules, but that time has passed. Final Fantasy: The Spirits Within is an example of this, however I think that the animation issues present in the movie are resulting more from financial and time crunnches than a lack of understanding and expertise on the part of the artists.

    Not only are animators responsible for believable body physics, but now they must produce realistic facial expressions and body nuances, because the brains of those watching are identifying the characters onscreen as human in appearancee, but not in motion, and that descrepancy can only be remedied by the puppeteers commanding ten thousand strings.
  • by Bones3D_mac ( 324952 ) on Thursday June 10, 2004 @07:39PM (#9393432)
    Has anyone here tried creating a 3D model of themselves with realistic texture maps? I started on such a project a few weeks ago and finally got some renderings made... and for the most part, I agree with the creepiness factor this article mentions. It just feels... "wrong" somehow.

    I don't think it's quite so bad when you don't personally know the character, but you really notice it on faces/bodies you're used to seeing on a regular basis in real life.

    Seriously though, I do recommend those of you with any 3D artistic talent take a moment to try modelling one's own body or head... it's a totally surreal experience playing around with what is esscentially an electronic version of your own corpse.

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