• Title/Summary/Keyword: Uncanny

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UNCANNY FILTERS OF WFI-ALGEBRAS

  • Jun, Young-Bae;Park, Chul-Hwan
    • Honam Mathematical Journal
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    • v.30 no.1
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    • pp.119-126
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    • 2008
  • The notion of uncanny filter is introduced, and related properties are investigated. Relations between uncanny filter, closed filter, and concrete filter are given. Characterizations of uncanny filter are provided. Extension property for uncanny filter is established.

A study on the Effect of Surface Processing and Expression Elements of Game Characters on the Uncanny Valley Phenomenon (게임 캐릭터의 표면처리와 표현요소가 Uncanny Valley 현상에 미치는 영향에 관한 연구)

  • Yin, Shuo Han;Kwon, Mahn Woo;Hwang, Mi Kyung
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.964-972
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    • 2022
  • The Uncanny Valley phenomenon has already been deemed as theoretical, and the characteristics of game character expression elements for the Uncanny Valley phenomenon were recognized through case analysis as well. By theoretical consideration and case studies, it was found out that the influential elements of the Uncanny Valley phenomenon can be classified as two primary factors: character surface treatment and facial expression animation. The prepared experimental materials and adjectives were measured to be Five-Point Likert Scale. The measured results were evaluated for both influence and comparative analysis through essential statistical analysis and Repeated Measuring ANOVA in SPSS. The conclusions which were drawn from this research are as follows: The surface treatment of characters did not substantially affect the Uncanny Valley phenomenon. Instead, character's expression animation had a significant impact on the Uncanny Valley phenomenon, which also led to another conclusion that the facial expression animation had an overall deeper impact on Uncanny Valley phenomenon compared with character's surface treatment. It was the unnatural facial expression animation that controlled all of the independent variables and also caused the Uncanny Valley phenomenon. In order for game characters to evade the Uncanny Valley phenomenon and enhance game immersion, the facial expression animation of the character must be done spontaneously.

Discourse on the Uncanny and Posthistoire in Modern Architecture - on the basis of Anthony Vidler's The Architectural Uncanny (1992) - (현대 건축의 언캐니와 탈역사 논의 - 앤서니 비들러의 『The Architectural Uncanny』 (1992)를 중심으로 -)

  • Kim, Hyon-Sob
    • Journal of architectural history
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    • v.24 no.4
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    • pp.45-54
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    • 2015
  • This research aims at a critical discourse on the relation between the concepts of the uncanny and posthistoire, on the basis of descriptions in The Architectural Uncanny (1992) by Anthony Vidler. For the purpose, Histories of the Immediate Present (2008), another book by Vidler that discusses posthistoire philosophy to which he is not positive, is also investigated along with the former thesis; and various publications related to the themes by the influential writers such as Freud, Lyotard, Vattimo, and Habermas are referred to, too. Firstly, this paper will illustrate an essential understanding of the uncanny, an outgrowth of the sublime, and the history of posthistoire respectively; and then analyse contexts where the posthistoire was mentioned in The Architectural Uncanny. In the 'Introduction' and 'Losing Face' chapters of the book, this paper argues, the two concepts are connected by the notions of 'repetition' and 'losing the classical facade' as well as the uncanny as 'a metaphor for a fundamentally unlivable modern condition'. Though Vidler's recognition of posthistoire in the two chapters are differently interpreted, each as 'the emptiness of capitalism' and 'the decomposition of representation', both can be understood in terms of 'modernity' that is 'still open'. If modernity is 'an unfinished project' as maintained by Habermas, who Vidler relies on, we need to continue innovative experiments and internal investigations in architectural creation beyond the categories of modernism and postmodernism.

Uncanny as Aesthetic Experience (심미적 경험으로서의 언캐니)

  • Lee, Joo-eun
    • Psychoanalysis
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    • v.28 no.3
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    • pp.69-75
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    • 2017
  • This paper interprets the work of Hans Bellmer, who took pictures after making a doll and distorting its form, and Diane Arbus, who took documentary photographs of unusual and marginalized people, as uncanny anxiety referred to by Freud. Through these two photographers' works, this paper examined how anxiety was used as an aesthetic strategy, and discussed the uncanny as an aesthetic experience. Uncanny refers to the phenomenon of familiar things being repressed and returning to their original place, or the phenomenon of familiarity being alienated due to repression. The aesthetic strategy of uncanny is used to bring a blind spot in reality that can be easily missed with an ordinary vision into the fore, by allowing for the slight shock to an appreciator. The ultimate goal of uncanny aesthetics is to promote both inner and external changes as well as to expand the scope of imagination, through freely crossing the borders between consciousness and unconsciousness, sympathy and antipathy, and reality and fiction.

A Study on the Aesthetic Thought and Expression Tendency of Contemporary Architecture from the Concept of the Uncanny (언캐니 개념으로 바라 본 현대건축의 미적사유와 표현경향 연구)

  • Park, Kyoung-Ah
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.164-173
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    • 2013
  • This study aims to analyze the aesthetic thought and expression tendency appeared in contemporary architecture by looking at today's architectural art based on the concept of the uncanny that Sigmund Freud contended as an aesthetic principle, of the aesthetic concepts tossed around to define the contemporary times in the aesthetics field and discuss the architectural analysis possibility of the concept of the uncanny. The generation structure of the uncanny that generates experiences of fear and surprise is classified into dual structure, trauma, threatening structure, and repetition compulsion. This is the principle that evokes a sense of experiencing subject, incorporates sensibility, and vitalizes internal process. This is also the methodology to organize and structure the concept of the uncanny. When seen from the four factors drawn from the concept of the uncanny and aesthetic expressions, the uncanny expression characteristics of contemporary architecture includes isolation, subversion, trace, absence, oblique line, flotation, concealment, and disturbance. Isolation and subversion refers to producing the space of the pressure of tension and relaxation caused by repression and relief from repression and eliciting the maximum expansion of the sense of space through spatial change. Trace and absence indicates being able to elicit more intense emotions from the experiencing subject by applying the images of alienation and absence in the way to reproduce historical trauma. This happens by implementing the potential value of physical activity. Oblique line and flotation means visual impulse. This happens in the way to visualize uneasy points. This causes uncanny by threatening the survival. Finally, concealment and disturbance refers to creating unpredictable space. The concept of masquerade and maze space composition are applied in the way to activate spatial perception, including space exploration and unintended subject's forced selection. As stated above, the uncanny expression characteristics shown in contemporary architecture can be presented as indicators that are available to analyze the undecided and diversified contemporary architecture aesthetically. In this respect, this study has great significance.

A study on 'Uncanny anthropology' -Focused on The Bad Batch- (언캐니 인간학 연구 -<버려진 자들의 땅>을 중심으로-)

  • Kim, Seok-Weon;Kim, Seong-Ho
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.443-450
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    • 2021
  • This study focused on Ana Lilly Amirpour's movie 'The Bad Batch, 2016'. The core topic of the paper, 'Uncanny anthropology', was specially used in the sense of aiming for ideal anthropology, starting with the meaning of looking at Sigmund Freud's 'Uncanny' theory from 'human relationship (subject and other). The anthropology of F. W. Nietzsche, Martin Heidegger, and Emmanuel Levinas is the theoretical background of 'Uncanny anthropology', starting with Kirkegor for the discussion of a new theory of 'Uncanny anthropology'. However, this paper focused on Emmanuel Levinas' relational anthropology due to limited paper relations. The most important thing in this film is that it sublimated the malicious relationship with humans into love. He chose topics that were not routine, expressed themes and contents by disconnecting causality in the narrative, and Emmanuel Levinas' 'Uncanny anthropology' is evaluated as a film that expresses only.

An Experimental Approach to Uncanny Valley Hypothesis (Uncanny Valley 가설에 대한 실험적 접근)

  • Jang, Phil-Sik
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.1
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    • pp.47-53
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    • 2007
  • The uncanny valley is a hypothesis about robotics concerning the emotional response of humans to robots and other non-human entities. Although it stands today as one of the robots and synthetic characters, the uncanny valley was speculative and few studies have been performed to test the theory. In two experiments, a total of 183 participants were employed to explore this hypothesis. The results of experiment 1 indicate that the perceived human likeness of a robot is not a key factor causing uncanny valley. And the results of experiments 2 suggest that even if the appearance and motion of a robot become fully human, the emotional response of humans could not reach human-human empathy levels.

The Legend's Modernization and Horror Strategy - Focus on uncanny stories concerning army (전설의 현대화와 공포의 전략 - 군대괴담을 중심으로 -)

  • Jin, Eun-Jin
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.439-472
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    • 2017
  • The purpose of this paper is to confirm how traditional legends are changing and existing in modern times, and how they are inheriting and developing legendary values and meanings. The subject of the study is uncanny stories concerning army that is judged to be worthwhile alongside uncanny stories concerning school. The uncanny stories concerning army are urban legends that are active in the internet. It can be defined as 'a narrative story that raises fear with supernatural and strange experiences in the army'. In addition to the internet community sites, humor sites and game sites are actively handed down. Recently, ghost stories have appeared on the site, and uncanny stories concerning army are easily collected from these various sites. The uncanny stories concerning army can be divided into three types: ghost experience type, Bulgogi GP type, mystery radio type. The ghost experience type has the largest number of version, the contents are rich and varied. It does not deviate much from the traditional notion of ghosts. Bulgogi GP type has a frenzied horror from its name. It is related to actual events and raises horror. Mystery radio type is a romantic material used in movies and dramas. However, unlike movies and dramas, uncanny stories concerning army are perceived as fearsome. The uncanny stories concerning army continues to emphasize that the story is actually experienced in the title and content. It has presented concrete evidence. The emphasis on truthfulness is intended to make fear more realistic. This comes from the desire for safety. Uncanny stories concerning army focus on horror. So It tries to reveal the history and truthfulness of the story itself. As a result, the history of reality, the truth of reality, and the realistic ideology are erased. Historical and truthfulness of traditional legends has been varied in the case of uncanny stories concerning army.

Exploratory Understanding of the Uncanny Valley Phenomena Based on Event-Related Potential Measurement (사건관련전위 관찰에 기초한 언캐니 밸리 현상에 대한 탐색적 이해)

  • Kim, Dae-Gyu;Kim, Hye-Yun;Kim, Giyeon;Jang, Phil-Sik;Jung, Woo Hyun;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.19 no.1
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    • pp.95-110
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    • 2016
  • Uncanny valley refers to the condition where the affinity of a human-like object decreases dramatically if the object becomes extremely similar to human, and has been hypothesized to derive from the cognitive load of categorical conflict against an uncanny object. According to the hypothesis, the present study ran an oddball task consisting of trials each displaying one among a non-human, human and uncanny face, and measured event-related potentials (ERPs) for each trial condition. In Experiment 1, a non-human face was presented in 80% of the trials (standard) whereas a human face for another 10% trials (target) and an uncanny face for the remaining 10% trials (uncanny). Participants' responses were relatively inaccurate and delayed in both the target and uncanny oddball trials, but neither P3 nor N170 component differed across the three trial conditions. Experiment 2 used 3-D rendered realistic faces to increase the degree of categorical conflict, and found the behavioral results were similar to Experiment 1. However, the peak amplitude of N170 of the target and uncanny trials were higher than the standard trials while P3 mean amplitudes for both the target and uncanny trials were comparable but higher than the amplitude for the standard trials. P3 latencies were delayed in the order of the standard, target, and uncanny trials. The changes in N170 and P3 patterns across the experiments appear to arise from the categorical conflict that the uncanny face must be categorized as a non-target according to the oddball-task requirement despite its perceived category of a human face. The observed increase of cognitive load following the added reality to the uncanny face also indicates that the cognitive load, supposedly responsible for the uncanny experience, would depend on the increase of categorical conflict information subsequent to added stimulus complexity.

Uncanny Valley Effect in the Animation Character Design - focusing on Avoiding or Utilizing the Uncanny Valley Effect (애니메이션 캐릭터 디자인에서의 언캐니 밸리 효과 연구 - 언캐니 밸리(uncanny valley)의 회피와 이용을 중심으로)

  • Ding, LI;Moon, Hyoun-Sun
    • Cartoon and Animation Studies
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    • s.43
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    • pp.321-342
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    • 2016
  • The "uncanny valley" curve describes the measured results of the negative emotion response which depends on the similarity between the artificially created character and the real human shape. The "uncanny valley" effect that usually appears in the animation character design induces negative response such as fear and hatred feeling, and anxiety, which is not expected by designers. Especially, in the case of the commercial animation which mostly reply on public response, this kind of negative response is directly related to the failure of artificially created character. Accordingly, designers adjust the desirability of the character design by avoiding or utilizing the "uncanny valley" effect, inducing certain character effect that leads to the success in animation work. This manuscript confirmed the "uncanny valley" coefficient of the positive emotion character design which was based on the actual character design and animation analysis. The "uncanny valley" concept was firstly introduced by a medical scientist Ernst Jentsch in 1906. After then, a psychologist Freud applied this concept to psychological phenomenon in 1919 and a Japanese robert expert Professor Masahiro Mori presented the "uncanny valley" theory on the view of the recognition effect. This paper interpreted the "uncanny valley" effect based on these research theory outcomes in two aspects including sensation production and emotion expression. The mickey-mouse character design analysis confirmed the existence basis of the "uncanny valley" effect, which presented how mickey-mouse human shape image imposed the "uncanny valley" effect on audience. The animation work analysis investigated the reason why the produced 3D animation character should not be 100% similar to the real human by comparing the animation baby character produced by Pix company as the experimental subject to the data of the real baby with the same age. Therefore, the examples of avoiding or utilizing the "uncanny valley" effect in animation character design was discussed in detail and the four stages of sensation production and emotional change of audience due to this kind of effect was figured out. This research result can be used as an important reference in deciding the desirability of the animation character.