Tag Archives: psychology

Personality “Type”

I tried out the Typealizer, which purports to analyze the text of a blog and determine the author’s personality type. Interestingly enough, it came up with different results depending on which of my blogs I pointed it to.

LiveJournal: ESTP – The Doers
K-Squared Ramblings: ESTJ – The Guardians (technically this one’s a group blog, but it looks like the tool only grabs the front page.)
Speed Force: ENTJ – The Executives
Opera Community blog: ISTP – The Mechanics

I seem to recall coming out as INTJ the last time I took the Myers-Briggs personality profile. The funny thing is that 3 of 4 classified me as extroverted. If you’ve ever met me in person, you know I’m not an extrovert.

(via Laughing at the Pieces)

Linkage: On Fx and SFX

VXWorld: Crossing the Uncanny Valley – on the current state of the art of photorealistic computer animation, from Final Fantasy through Polar Express to Pirates of the Caribbean and Beowulf. As pointed out, one reason that Davy Jones worked so well is that he doesn’t look human. (via Neil Gaiman)

Firefox Floppy Disks – remember when software came on 3½-inch floppy disks? Or 5¼″? Just for fun, someone split the Firefox installer across 5 disks, complete with appropriate labels… and even took it a step farther

The Uncanny Valley

I saw an interesting article on Slate the other day: The Undead Zone: Why realistic graphics make humans look creepy.

The basic thrust of the article is that when something looks slightly human – say a cartoon, or a C3PO-like robot – we fill in the gaps. But when something looks almost, but not quite human, we start to focus on the things that look wrong instead. This was observed by roboticist Masahiro Mori, who called it the uncanny valley. The term refers to the appearance of a graph plotting emotional response (y) against how closely something resembles normal humans (x). Up to a point – say 90% – the more humanlike something is, the better people respond to it, until it reaches that almost-but-not-quite-there point where instead of responding positively, people start responding with revulsion and active dislike. Eventually, as things get closer to “real,” the curve swings back up again until the reaction is the same as to a normal person.

So what does this mean for video games? At least for some people — including the article’s author — state-of-the-art graphics are in that valley. We can get a very good representation of a lifeless but moving human being. Getting those last few details, pushing up the far side of the valley, is going to be very hard.