
1. Research theme
2. Research intention
3. Research objectives
4. Reference Information
5. Research process
6. Research results
7. Reflection and harvest
8. Bibliography
1. Research theme
The Guiding Significance of Uncanny Valley Theory to 3D Animation Characters
—- How 3D Animation Can Better Survive the Curves of the Uncanny Valley?
2. Research intention
With the continuous improvement of computer technology, more and more 3D animation films are coming out, and 3D animation is more widely used in various fields. Such as medical care, education, architecture, advertising, etc. It illustrates the advantages of 3D animation over 2D animation and flat images and shows a trend.
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3D Animation makes the visual more attractive and engages the viewers more effectively.
Realistic 3D Animation explains faster and much more efficiently than Texts, Images and ordinary video.
We can present more information in less time with the help of Animation.
Research suggests that retention of information is higher when it is communicated using both visual and verbal communication.
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However, the IMDB’s ranking of The Best Animated Movies of the 2010s and 2020S shows that more audiences prefer 2D animation to 3D animation. Whether it is a 2D or 3D animation, there are more animations with high human-likeness, but the film reviews show that the evaluation’s polarisation is severe. And the word that appears frequently is that some characteristic of a character is uncomfortable.
For these discomforts, because the audience has fallen into the Uncanny Valley. When the character’s degree of human likeness cannot be completely comparable to the natural person, it may cause these uncomfortable reactions when it is in this curve range.
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Mortality salience: Viewing an “uncanny” robot elicits an innate fear of death and culturally supported defences for coping with death’s inevitability.
Pathogen avoidance: The more human an organism looks, the stronger the aversion to its defects. Motivate the release of potential sources of pathogens by eliciting a disgust response.
Sorites paradoxes: Stimuli with human and nonhuman traits undermine our sense of human identity by linking qualitatively different categories, human and nonhuman, by a quantitative metric, the degree of human likeness.
Violation of human norms: If the entity looks almost human, it elicits our model of a human other and its detailed normative expectations. The nonhuman characteristics are noticeable, giving the human viewer a sense of strangeness.
Conflicting perceptual cues: Perceptual tension occurs when an individual perceives conflicting lines to category membership, such as when a humanoid figure moves like a robot or has other visible robot features.
Threat to humans’ distinctiveness and identity: The increase in the anthropomorphic appearance of a robot leads to an enhancement of threat to human distinctiveness and identity. The more a robot resembles a real person, the more it represents a challenge to our social identity as human beings.
Religious definition of human identity: humans construct psychological defences to avoid existential anxiety stemming from death. The experience of the very humanlike “living” robot can be so rich and compelling that it challenges humans’ notions of “specialness” and existential defences, eliciting existential anxiety.
The uncanny valley of the mind or AI: people might experience intense feelings of aversion if they encounter highly advanced, emotion-sensitive technology.
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Therefore, we need to study how to make 3D animation better survive in the Uncanny Valley according to the research and theory of predecessors. What aspects should be paid more attention to in character design to avoid an uncomfortable viewing experience for the audience?
3. Research objectives
This time my research mainly wants to explore
1. Whether the consistency level between the degree of the realism of the scene and the human-likeness of the character is related to the audience’s likeability of the character.
2. Whether the complexity and form of the character’s actions impact the audience’s liking of the character.
In my opinion, both are related to the audience’s likeability of the character. Therefore, two experiments were developed using characters with different realism degrees and mixing different character characteristics.
4. Reference Information
Because according to the conclusion of Valentin Schwind & Solveigh Jäger‘s study, the more realistic character, the longer it takes to judge the realism of the character. I reasoned that this conclusion would apply to moving characters. So I set the length of each animation used in the research to be 30 seconds.
In addition, due to likeability and attractiveness are positive correlations. So I did not break down the favorability into specific emotions that may be included during the research. Instead, I only gave a rating range of 1-10.
5. Research process
Because, I think the complexity and morphology of the action are related to the character’s age. The younger humans have a lower complexity of the action and a lower degree of exaggeration. Young adults have the highest degree of complexity and hyperbole in their forms. When in older age, the complexity of the movements is minimal. So in the second set of experiments, four different age characters’ animated short movies were selected to be used.
6. Research results
In this study, 15 men and women aged 16-29 and 21-50 were invented.
According to the survey results
The first set of experiments shows that the consistency level between the degree of the realism of the scene and the human-likeness of the character has yet to relate to the audience’s likeability of the character.
According to the second group of experiments, regardless of the age group, they liked the role of younger babies more than other ages characters. The affection for the other three age groups is basically the same.
7. Reflection and harvest
None of the people surveyed this time gave very low scores. And everyone didn’t fall into the Uncanny Valley. It perhaps due to the characters in the research examples I gave are not extreme enough for realism. Everyone has a high tolerance for characters with moderate degrees of realism.
It gives me and others in the industry a suggestion for the character’s direction. If the film doesn’t produce for a specific group of people or a specific age group, setting the protagonist as a younger character and not being too imitative is a good choice. The acceptance and likeability of the audience should be higher than that of other ages and realistic settings.
In addition, this study found that many factors will affect the audience’s viewing experience of animated films. For example, even if a formula with the highest acceptance has been found for the characters. But characters only come alive when they live in a story or a situation. All the settings cannot be separated for discussion and research.