摘要
1970年,日本机器人专家森政弘提出了"恐怖谷理论",它推测,机器人及其他类人仿真物的外观和动作越逼真,人们对其亲和度也会越高,当逼真性到达一个较高的临界点,亲和度会陡然下降直至最低点。近几年,恐怖谷理论成为西方新的研究热点,越来越多的研究成果支持这一理论的合理性。恐怖谷理论对于数码影像艺术角色设计有显著的指导意义。设计者应该注意规避和利用恐怖谷效应,既要防止跌入恐怖谷,又要利用恐怖谷曲线去追求特定的角色虚拟效果。
In 1970 , the uncanny valley theory was proposed by a Japanese robotic expert named Masahiro Mori.It hypothesizes that the more human-like robots and other hominine simulation ob-jects become in appearance and motion , the more positive the humans'emotional reactions towards them become.This trend continues until a certain point is reached beyond which the emotional re-sponses quickly drop to the lowest.In recent years , the uncanny valley theory has become a new hotspot in the Western academic circle , and more and more researches support the rationality of this theory.To the role design in the digital video arts , the uncanny valley theory has an obvious guiding significance.Creators should pay more attentions , avoiding falling into the uncanny valley on the one hand while pursuing the specific effects of virtual roles according to the uncanny valley curve on the other.
出处
《文化艺术研究》
2014年第1期111-118,共8页
Studies in Culture and Art
基金
2013年度国家社科基金艺术学项目"数码艺术潜学科群研究"(批准号:13BA008)研究成果之一
关键词
恐怖谷理论
数码影像艺术
角色设计
规避与利用
uncanny valley theory
digital video arts
role design
evasion and utilization