No Uncanny Valley

With augmented and virtual reality, we break free from the frame. This demands that video capture technology transition from flat to three dimensions.

No Uncanny Valley

Fined by Professor Masahiro Mori in the 1970s, the term uncanny valley was initially used in the robotics industry. Professor Mori determined that the more human-like the robots began to appear, the more people increasingly started to bond with the robot, but only until a certain point. Once the robot reached a certain threshold of “realness”, the positive feelings tended to turn into revulsion. Even though the entity was highly realistic, it still lacked something essential that we, as humans were specifically attuned to. Subtle movements, especially in individual body language or micro-expressions were not captured in enough detail for humans to believe they were being made by an actual human.

Digital humans also fall into these same uncanny valleys. If you’ve ever seen an animated person that felt “off,” that’s the uncanny valley coming into effect. At Metastage, we preserve the nuances, details and microexpressions that make our captures feel real, and not like a bad imitation.

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The power of human presence, in virtual 3D space.

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