Tuesday, February 11, 2014

The Uncanny Valley of Holograms

Traditions and Locations: Post no. 4

Post no. 3 : Progress on Essay - Tutorial
Post no. 2 : Links for further reading
Post no. 1 : Proposal Brainstroming

Looks like I'll be the first person to ever write about this since the Uncanny Valley is initially widely used for robotics.

Here's a rough iMap I came up with and discovered the best summary to the Uncanny Valley.

The Uncanny Valley is where an artificial entity is life-like enough to make you want to believe it's alive, but still artificial enough that it clashes with your expectations of how a natural version of what it resembles should behave. Most importantly, that clash of experience and expectations really creeps you out.
- Chuck Felish

Link to the statement : Here

I found his definition spot on. Will be brainstorming on the topic soon enough.


This is the rough i-map I made.

Experts mentioned that this graph of the Uncanny Valley by Mr. Masahiro Mori (1970) is purely designed to describe the aesthetic looks of something similar or far from human likeliness.

This graph addresses both the functionality and aesthetics of the object. As you can see from my graph in the middle, I have a conflict of where I should position the dead holographic celebrities as to some audiences, it may deem cool to some or to others; creepy. 

Like Tupac or Elvis, they could not interact with the live performers. Hence, they wouldn't feel as real to the audience. Unlike Hatsune or Gorillaz, programmers would adjust the animation based on recordings of the interacting live performers to achieve the best reactions possible from the characters.

As Mori stated, designers should not thrive to achieve a super human-like appearance of their characters in order to escape the uncanny valley. This could prevent the conflict of thought in some people who struggles to identify whether the person on the stage is real or not.



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