The essay comments upon the current relationship between mainstream 3D CG animation and Masahiro Mori’s “uncanny valley”: the gap between the visual impression of a real person and that of a 3D replica. A general discussion about the nature of the uncanny in animation is firstly introduced, followed by a historical overview of the use of uncanny characters in 3D CG animated productions. A third section considers the nature of the uncanny response in relation to photorealistic an- imated actors.

Contemporary 3D CG animation and the "uncanny valley": estrangements and returns

BELLANO M
2018

Abstract

The essay comments upon the current relationship between mainstream 3D CG animation and Masahiro Mori’s “uncanny valley”: the gap between the visual impression of a real person and that of a 3D replica. A general discussion about the nature of the uncanny in animation is firstly introduced, followed by a historical overview of the use of uncanny characters in 3D CG animated productions. A third section considers the nature of the uncanny response in relation to photorealistic an- imated actors.
2018
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/3340235
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