The Hobbit, the Uncanny Valley, and what it means for 3D
cianclarke.com
The Hobbit, the Uncanny Valley, and what it means for 3D
1–10 of 62 posts
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#2Other than that, I think your argument works.
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#3Isn't the ordering of the Hobbit scenes on the graph backwards? The unfamiliar scenes ("orc-filled battlefields ...") are more acceptable because they are less like the real life we know & love than the familiar ones ("... a character standing in the doorway"). So they are on the less realistic (left) side of the Uncanny Valley, not the more realistic (right) side. Other than that, I think your argument works.
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#4Isn't the ordering of the Hobbit scenes on the graph backwards? The unfamiliar scenes ("orc-filled battlefields ...") are more acceptable because they are less like the real life we know & love than the familiar ones ("... a character standing in the doorway"). So they are on the less realistic (left) side of the Uncanny Valley, not the more realistic (right) side. Other than that, I think your argument works.
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#5Isn't the ordering of the Hobbit scenes on the graph backwards? The unfamiliar scenes ("orc-filled battlefields ...") are more acceptable because they are less like the real life we know & love than the familiar ones ("... a character standing in the doorway"). So they are on the less realistic (left) side of the Uncanny Valley, not the more realistic (right) side. Other than that, I think your argument works.
Alternatively you could say "Orcs are unreal, so there isn't an uncanny valley at all for them"
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#6Isn't the ordering of the Hobbit scenes on the graph backwards? The unfamiliar scenes ("orc-filled battlefields ...") are more acceptable because they are less like the real life we know & love than the familiar ones ("... a character standing in the doorway"). So they are on the less realistic (left) side of the Uncanny Valley, not the more realistic (right) side. Other than that, I think your argument works.
I think the argument is that the valley is further left on unfamiliar scenes, as "can just barely tell it's wrong" is more wrong for those things that stuff we know really well. Alternatively you could say "Orcs are unreal, so there isn't an uncanny valley at all for them"
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#7Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#8http://www.theverge.com/2012/12/18/3780274/48-fps-how-we-acc...
http://blog.vincentlaforet.com/2012/12/19/the-hobbit-an-unex...
I've read the first article so far, which suggests that solving problems with 48 fps present in The Hobbit is simply a matter of modifying filmmaking techniques.
Re: The Hobbit, the Uncanny Valley, and what it means for 3D
#9If so, the following movie would be great: make several types of animations / sequences (both filmed and 3D and, if possible, a mix of both) but... On the left part of the movie you show it at 48fps while on the right part of the movie you show only, say, even frames (hence showing each even frame twice and skipping every uneven frame).
That would be a great "visual explanation" as to what 48fps does.