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Table of Contents

Thesis Introduction

Thesis Conclusion

Chap 1. The Uncanny Valley

History of the Valley

The Uncanny Valley Chart

The Uncanny Valley and Film/Animation

The Uncanny Valley and Video Games

The Uncanny Valley and the Soul

Crossing the Uncanny Valley

Chap 2. Character Design

Character Design/Character Sheet

Character Archetypes

Talk with Tony Chance

Interview with Stan Winston

Practical Interruption

Chap 3. Character Animation

Character Biped & Quadped

Character Gesture and the brain

Character Motion Systems

Image Metrics Animation

Practical Interruption

Chap 4. Conclusion

Thesis Conclusion

Bibliography

Chapter 1.5

The Uncanny Valley and the Soul

This picture is a CG version of Korean actress Song Hye Kyo. It was created by Indonesian CG artist Max Edwin Wahyudi using a 3ds max and zbrush.

There are a lot of people who would argue that just because these collections of polygons are a physical representation of the human form they do in fact lack the essence that is what makes humans human. So what makes us human? Is it our soul? How do you simulate in an animated character the innately human characteristics that we associate with ‘soul' (individuality, empathy, awareness of environment, others emotional states etc) in a human being?

In 1974, Mori published The Buddha in the Robot: a Robot Engineer's Thoughts on Science and Religion in which he discussed the metaphysical implications of robotics. In the book, he wrote "I believe robots have the Buddha-nature within them--that is, the potential for attaining Buddhahood. So if we were to assume that The Uncanny Valley chart, which was created for robots can also be carried over to animation, would any animated polygon character have the ability to attain Buddhahood? This is not a question I am trying to answer but it is an area for further research.

 

 

Continue to Chapter 1.6 - Crossing the Uncanny Valley