DECIPHERING THE UNCANNY VALLEY IN JAPANESE 3D ANIMATION: A CASE STUDY OF RESIDENT EVIL: DEATH ISLAND

Authors

  • Asadul Islam Faculty of Art and Design, Animation Department Yaşar University, Turkey

DOI:

https://doi.org/10.46827/ejlll.v8i1.504

Keywords:

uncanny valley, animation film, anthropomorphism, visual aesthetics, humanoid

Abstract

The Uncanny Valley (UV) phenomenon refers to an eerie feeling when the viewers are confronted with artificial human-like figures with high realism that resemble very closely to humans but lack specific natural attributes, causing a sense of unease and discomfort. This study presents an in-depth analysis of the Japanese 3D animation film Resident Evil: Death Island directed by Eiichiro Hasumi in 2023, exploring its depiction of characters and the potential manifestation of the UV phenomenon achieved through skillful anthropomorphism. The research uses a case study method to examine the film’s character design, visual aesthetics, and narrative complexity with the objective of accessing the extent to which the UV elements shaped by anthropomorphic traits are present. Data for the case study was collected through qualitative observations of the selected scenes from the film, capturing crucial moments highlighting the environmental settings, character appearances, and interactions. Furthermore, this paper explores the existing literature on the UV phenomenon and its implication in animation and establishes a theoretical framework to comprehend the emotional responses elicited by characters from the animation film. Findings suggest that while the film successfully achieves realism in its animation and character portrayal, it also treads a fine line between lifelike representation and the unsettling sensations associated with the UV phenomenon. The implications of this analysis shed light on the challenges faced in creating compelling characters without triggering discomfort in the viewers. Understanding the nuances of the UV effect can facilitate the development of more emotionally resonant and engaging content in the future.

Author Biography

  • Asadul Islam, Faculty of Art and Design, Animation Department Yaşar University, Turkey

    Asadul Islam is an academic at Yaşar University, Faculty of Art and Design, Animation Department located in Izmir, Turkey. Currently, he is pursuing his PhD at Dokuz Eylül University, Institute of Fine Arts, Art and Design Proficiency in Art Program. He holds a Master of Arts degree in Art and Design, as well as a second Master of Arts degree in Computer Animation. With a wealth of experience in academia, he has authored numerous research papers and projects and has taught at multiple universities. In addition to his academic pursuits, he has built a professional career as a 3D animation artist, working across various animation, gaming, and advertising studios in India, Malaysia, and Turkey.

References

Airenti, G., Cruciani, M., & Plebe, A. (2019). Editorial: The Cognitive Underpinnings of Anthropomorphism. Frontiers in Psychology, 10, 1539. https://doi.org/10.3389/fpsyg.2019.01539

Araujo, V., Dalmoro, B., & Musse, S. R. (2021). Analysis of charisma, comfort, and realism in CG characters from a gender perspective. The Visual Computer, 37(9–11), 2685–2698. https://doi.org/10.1007/s00371-021-02214-2

Barthes, R., & Duisit, L. (1975). An Introduction to the Structural Analysis of Narrative. New Literary History, 6(2), 237. https://doi.org/10.2307/468419

Chang, Y.-S., & Chen, Y.-H. (2018). The Analysis of Animation Narration for Short Animation – The Short Film: CARN. 2018 IEEE International Conference on Advanced Manufacturing (ICAM), 477–480. https://doi.org/10.1109/AMCON.2018.8614758

Chattopadhyay, D., & MacDorman, K. F. (2016). Familiar faces rendered strange: Why inconsistent realism drives characters into the uncanny valley. Journal of Vision, 16(11), 7. https://doi.org/10.1167/16.11.7

Epley, N., Waytz, A., Akalis, S., & Cacioppo, J. T. (2008). When We Need a Human: Motivational Determinants of Anthropomorphism. Social Cognition, 26(2), 143–155. https://doi.org/10.1521/soco.2008.26.2.143

Ferwerda, J. A. (2003). Three varieties of realism in computer graphics (B. E. Rogowitz & T. N. Pappas, Eds.; p. 290). https://doi.org/10.1117/12.473899

Hamilton, M. A., & Nowak, K. L. (2009). The Role of Realism and Anthropomorphism in the Selection of Avatars. In Proceedings of the 12th Annual International Workshop on Presence, The International Society for Presence Research, 1–12.

Hodgkinson, G. (2009). The seduction of realism. ACM SIGGRAPH ASIA 2009 Educators Program, 1–4. https://doi.org/10.1145/1666611.1666615

Jentsch, E. (1997). On the psychology of the uncanny (1906). Angelaki, 2(1), 7–16. https://doi.org/10.1080/09697259708571910

Kätsyri, J., Förger, K., Mäkäräinen, M., & Takala, T. (2015). A review of empirical evidence on different uncanny valley hypotheses: Support for perceptual mismatch as one road to the valley of eeriness. Frontiers in Psychology, 6. https://doi.org/10.3389/fpsyg.2015.00390

Kätsyri, J., Mäkäräinen, M., & Takala, T. (2017). Testing the ‘uncanny valley’ hypothesis in semirealistic computer-animated film characters: An empirical evaluation of natural film stimuli. International Journal of Human-Computer Studies, 97, 149–161. https://doi.org/10.1016/j.ijhcs.2016.09.010

Kaye, N., & Giannachi, G. (2011). Acts of Presence: Performance, Mediation, Virtual Reality. TDR/The Drama Review, 55(4), 88–95. https://doi.org/10.1162/DRAM_a_00124

Kim, J., Kang, S., & Bae, J. (2022). Human likeness and attachment effect on the perceived interactivity of AI speakers. Journal of Business Research, 144, 797–804. https://doi.org/10.1016/j.jbusres.2022.02.047

Lankoski, P., Heliö, S., & Ekman, I. (2003). Characters in Computer Games: Toward Understanding Interpretation and Design. 12.

Łupkowski, P., & Gierszewska, M. (2019). Attitude Towards Humanoid Robots and the Uncanny Valley Hypothesis. Foundations of Computing and Decision Sciences, 44(1), 101–119. https://doi.org/10.2478/fcds-2019-0006

Masahiro, M. (2012). The Uncanny Valley: The Original Essay by Masahiro Mori. IEEE Spectrum, 7(4), 1–6.

Mori, M., MacDorman, K., & Kageki, N. (2012). The Uncanny Valley [From the Field]. IEEE Robotics & Automation Magazine, 19(2), 98–100. https://doi.org/10.1109/MRA.2012.2192811

Peel, E. (2023). Psychoanalysis and the Uncanny.

Pollick, F. E. (2010). In Search of the Uncanny Valley. In P. Daras & O. M. Ibarra (Eds.), User Centric Media (Vol. 40, pp. 69–78). Springer Berlin Heidelberg. https://doi.org/10.1007/978-3-642-12630-7_8

Reichardt, J. (1978). Robots: Fact, Fiction, and Prediction. Penguin Books.

Robertson, J. (2020). No Place for Robots: Reassessing the Bukimi no Tani (“Uncanny Valley”). 18(23), 1–12.

Rothstein, N., Kounios, J., Ayaz, H., & De Visser, E. J. (2021). Assessment of Human-Likeness and Anthropomorphism of Robots: A Literature Review. In H. Ayaz & U. Asgher (Eds.), Advances in Neuroergonomics and Cognitive Engineering (Vol. 1201, pp. 190–196). Springer International Publishing. https://doi.org/10.1007/978-3-030-51041-1_26

Salem, M., Eyssel, F., Rohlfing, K., Kopp, S., & Joublin, F. (2013). To Err is Human(-like): Effects of Robot Gesture on Perceived Anthropomorphism and Likability. International Journal of Social Robotics, 5(3), 313–323. https://doi.org/10.1007/s12369-013-0196-9

Salles, A., Evers, K., & Farisco, M. (2020). Anthropomorphism in AI. AJOB Neuroscience, 11(2), 88–95. https://doi.org/10.1080/21507740.2020.1740350

Sun, N., & Botev, J. (2021). Virtual Agent Representation for Critical Transactions. Proceedings of the International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE ’21), 25–29. https://doi.org/10.1145/3458307.3463372

Switzer, E. (2023, July 25). Resident Evil: Death Island Review—Maximum Fan Service. The Gamer. https://www.thegamer.com/resident-evil-death-island-review/

Tausk, V. (1993). On the Origin of the “Influencing Machine” in Schizophrenia. Journal of Psychotherapy Practice and Research, 1(2), 519–556.

Thompson, T. (2023). Ghost Stories from the Uncanny Valley. Western States Folklore Society, 78(1), 39–66.

Tinwell, A., Grimshaw, M., Nabi, D. A., & Williams, A. (2011). Facial expression of emotion and perception of the Uncanny Valley in virtual characters. Computers in Human Behavior, 27(2), 741–749. https://doi.org/10.1016/j.chb.2010.10.018

Tyrrell, C. (2023, July 25). Resident Evil: Death Island Creators On Respecting Iconic Characters & The Franchise’s Legacy. Screenrant. https://screenrant.com/resident-evil-death-island-movie-creators-interview/

Von Zitzewitz, J., Boesch, P. M., Wolf, P., & Riener, R. (2013). Quantifying the Human Likeness of a Humanoid Robot. International Journal of Social Robotics, 5(2), 263–276. https://doi.org/10.1007/s12369-012-0177-4

Wojnar, Z. (2021, August 7). Director Eiichirō Hasumi Interview: Resident Evil: Infinite Darkness. Screenrant. https://screenrant.com/resident-evil-infinite-darkness-eiichiro-hasumi-interview/

Zell, E., Aliaga, C., Jarabo, A., Zibrek, K., Gutierrez, D., McDonnell, R., & Botsch, M. (2015). To stylize or not to stylize?: The effect of shape and material stylization on the perception of computer-generated faces. ACM Transactions on Graphics, 34(6), 1–12. https://doi.org/10.1145/2816795.2818126

Downloads

Published

2024-03-12

Issue

Section

Articles