• Title/Summary/Keyword: uncanny

Search Result 62, Processing Time 0.026 seconds

The Uncanny Valley Effect for Celebrity Faces and Celebrity-based Avatars (연예인 얼굴과 연예인 기반 아바타에서의 언캐니 밸리)

  • Jung, Na-ri;Lee, Min-ji;Choi, Hoon
    • Science of Emotion and Sensibility
    • /
    • v.25 no.1
    • /
    • pp.91-102
    • /
    • 2022
  • As virtual space activities become more common, human-virtual agents such as avatars are more frequently used instead of people, but the uncanny valley effect, in which people feel uncomfortable when they see artifacts that look similar to humans, is an obstacle. In this study, we explored the uncanny valley effect for celebrity avatars. We manipulated the degree of atypicality by adjusting the eye size in photos of celebrities, ordinary people, and their avatars and measured the intensity of the uncanny valley effect. As a result, the uncanny valley effect for celebrities and celebrity avatars appeared to be stronger than the effect for ordinary people. This result is consistent with previous findings that more robust facial representations are formed for familiar faces, making it easier to detect facial changes. However, with real faces of celebrities and ordinary people, as in previous studies, the higher the degree of atypicality, the greater the uncanny valley effect, but this result was not found for the avatar stimulus. This high degree of tolerance for atypicality in avatars seems to be caused by cartoon characters' tendency to have exaggerated facial features such as eyes, nose, and mouth. These results suggest that efforts to reduce the uncanny valley in the virtual space service using celebrity avatars are necessary.

A Study on the Analysis of Uncanny of 3D Animation Originated from 2D Animation (2D애니메이션을 원작으로 하는 3D애니메이션의 Uncanny현상에 대한 연구)

  • Bae, sun cheol;Choi, dong-hyuk
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.83-84
    • /
    • 2015
  • 최근 개봉하는 영화들을 살펴보면 2D Animation이었던 작품들이 3D Animation으로 제작되고 있다. 먼저 1981년 미국 NBC에서 방영된 후 2011년과 2013년에 실사합성 Animation으로 개봉된 'The Smurf'가 있고, 1999년 'Nickelodeon Kids' Choice Awards'에서 처음 방영되어 2015년 2월에 실사합성 Animation으로 극장에 개봉한 'The SpongeBob Movie: Sponge Out of Water'이 있다. 과거 만화책과 TV에서 방영되어 아주 큰 호응을 받은 작품들을 기억하는 관객들에게는 3D Animation에서 만들어지는 3D의 공간감과 입체감이 보는 관객들로 하여금 이질감을 느낄 수 있다. 본 논문은 이러한 이질감을 프로이트의 논문 '두려운 낯설음'에서 이야기한 Uncanny현상에 대입한다. 2D Animation이 원작인 작품을 3D Animation으로 만드는 데는 적지 않은 어려움이 있고 각 작품들만의 특징이 있기 때문에, 본 연구를 통해서 2D Animation을 원작으로 하는 3D Animation작품에서 감상하는 관객들로 하여금 이질감을 느끼는 Uncanny현상이 작품에 미치는 영향 대한 연구 결과를 도출하고자 한다.

  • PDF

Expressive Methods of Uncanny Image in Contemporary Fashion (현대패션에 나타난 언캐니 이미지의 표현방법)

  • Yu, Arim;Suh, Seunghee
    • Journal of the Korean Society of Costume
    • /
    • v.65 no.6
    • /
    • pp.99-111
    • /
    • 2015
  • The purpose of this study is to identify the expression methods of uncanny images shown in contemporary fashion through the visual expression methods of plastic arts. The study results are as following. First, there is a concept-forming element of 'The return of Repressed', which is a psychological mechanism for generating uncanny sets to the component of 'repression' and 'return'. 'Repression' herein consisted of 'unconsciousness', 'the other', and 'anxiety', while the return was composed of 'trauma' and 'repetition compulsion'. Second, there are visual expression methods of the uncanny in contemporary art. The subject of 'repressed things' was expressed as grotesque and having a terrible look. 'Fragmented body' was analyzed as 'dismantling' by mutilation, 'combination' placing cut body parts in other places, and 'damage' suffering from an illness or accident. 'Fear of death' was shown as 'anatomy' reminiscent of death and 'iconography of death' meaning return of the dead. 'Post-human' was a surrealistic being such as a monster and mechanized human, and was analyzed as 'gene variation' and 'cyborg'. Third, the methods of visual expression of the uncanny reflected on contemporary fashion was analyzed as 'fragmented body', 'fear of death', and 'post-human'. 'Fragmented body' appeared as the object reminiscent of the fragmented body, 'dismantling and combination of the body', and 'damage of the body' through the distortion of the clothing construction principle. 'Fear of death' visualized the characteristic elements of the subject reminiscent of death as 'iconography of death' and 'symbolic object of death' through the motif. 'Post-human' was the description of the subject beyond the body's function and form, and was shown as 'gene variation' and 'cyborg'.

Measurement of Emotional Transition Using Physiological Signals of Audiences (관객의 생체신호 분석을 통한 감성 변화)

  • Kim, Wan-Suk;Ham, Jun-Seok;Sohn, Choong-Yeon;Yun, Jae-Sun;Lim, Chan;Ko, Il-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.8
    • /
    • pp.168-176
    • /
    • 2010
  • Audience observing visual media with care experience lots of emotional transition according to characteristics of media. Enjoy, sadness, surprising, etc, a variety of emotional state of audiences is often arranged by James Russell's 'A circumplex model of affect' utilized on psychology. Especially, in various emotions, 'Uncanny' mentioned by Sigmund Freud is represented a sharp medium existing in a crack of clearly emotional conception. Uncanny phenomenon is an emotional state of changing from unpleasant to pleasant on an audience observing visual media is been aware of immoral media generally, therefore, because this is a positive state on a social taboo, we need to analyze with a scientific analysis clearly. Therefore, this study will organize James Russell's 'A circumplex model of affect' and uncanny phenomenon, will be progressed to establish a hypothesis about a state of uncanny on audiences observing visual media and analyze results of the physiological signals experiment based on ECG(Electronic Cardiogram), GSR(Galvanic Skin Response) signals with distribution, distance, and moving time in a circumplex model of affect.

Grotesque Image Dance Causing Uncanny -Focusing on Maguy Marin's "May B"- (언캐니를 유발하는 그로테스크 이미지 무용에 관한 연구 -마기 마랭(Maguy Marin)의 작품 를 중심으로-)

  • Kim, Ji-In;Choe, Sang-Cheul
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.1
    • /
    • pp.405-414
    • /
    • 2022
  • The purpose of this study is to discover the possibility to expand the aesthetic interpretation of dance works. For this purpose, this study analyzes Maguy Marin's (1981) because it shows Sigmund Freud's concept of uncanny and grotesque images well. The theoretical framework of this study was centered on previous academic studies, and Hoffman's Der Sandmann(1816) was presented as an example to help the conceptual understanding of uncanny and grotesque. The analysis of of Magi Marin was divided into stage space, dancer's movements, costumes, and voice. As a result of this study, it was discovered that is a work with an experimental spirit that deviated from the stereotypes of traditional stage aesthetics. And it was implemented as uncanny and grotesque images in the choreography structure. In addition, as the changes of the times have a great influence on the creation of dance works, it is thought that the discourse of various aesthetic interpretation methods in dance works can provide various directions for dance creation in the future. Therefore, this study will be helpful in raising the aesthetic value and status of dance art.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.1
    • /
    • pp.1-6
    • /
    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

Public Practice and Christian Education for Covid-Generation: Uncanny and Incarnational Solidarity (코로나세대 공적 기독교교육의 방향성 연구 : 언캐니(Uncanny)와 성육신적 연대)

  • Yunsoo Joo
    • Journal of Christian Education in Korea
    • /
    • v.74
    • /
    • pp.33-55
    • /
    • 2023
  • This study aims to explore the direction of Christian public practice in the post-COVID era, seeking to overcome the uncanny feeling caused by increased division and exclusion during the pandemic period. Firstly, we will investigate the unequal impact of COVID-19 on the labor market and examine ways to achieve economic justice in the post-COVID era. Subsequently, we will deliberate the role of Christianity in establishing publicness in the digital world and virtual spaces. Finally, viewing COVID-19 as a catastrophe caused by an anthropocentric worldview and exploitation driven by greed, we will explore the tasks of Christianity to overcome the crisis of the Anthropocene. Christian public practice should fulfill its mission of care and stewardship not only in social context but also in an ecological dimension. The author proposes "planetary citizenship education" for a harmonious relationship between human species and the Earth they inhabit.

A Study on Cinemagraph Unfamiliar to Freud Uncanny

  • Kim, Young Il;Kim, Hyeon Seok;Kim, Cheeyoug
    • Journal of Multimedia Information System
    • /
    • v.4 no.1
    • /
    • pp.27-32
    • /
    • 2017
  • Through the development of the medium, Sigmund Freud's uncanny element in the Cinemagraphic technique of digital image is analyzed, and the research problem presented through the case and literature data is interpreted. Look for an Uncanned element as seen from. Interpret the theories found in art paintings and human philosophical perspectives through examples in the overlapping cinema graphs of photographs and videos that we have looked at unfamiliarity. It interprets the double surreal image of Cinemagraph through unfamiliar gaze and evaluates new horizon with digital photograph.

A Study of Body-in-Pieces Images in Fashion Design (패션 디자인에 나타난 파편화된 신체 이미지 연구)

  • Choi, Yoo-Jin
    • Journal of the Korean Society of Costume
    • /
    • v.59 no.9
    • /
    • pp.43-54
    • /
    • 2009
  • The purpose of this study was to clarify the meanings of the images of the body-in-pieces in fashion design. This study focusing on the body-in-pieces based theoretically in that, and started to figure out the meanings in western art history. Body-in-pieces images were brought in art to express symbolic meanings to destroy the past, sexual fetish, unconsciousness, desire, fantasy, and to disorganize male-subjective idealistic female image. While in fashion design, body-in-pieces images categorized in three, erotic image, cyborg image, abjection image. First, erotic images in fashion design are fragmented body image, such like lip, hair, eye and etc. Second, cyborg image was represented by 3-dimentional molding image made of metallic materials, and last, abjection image representing death image used skeleton and bone image induced uncanny and sadistic feelings. Body-in-pieces images in fashion design are related to fetishism, uncanny, disorganizing traditional femininity.

The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.55-78
    • /
    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.