<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Publishing DTD v1.3 20210610//EN" "JATS-journalpublishing1-3.dtd">
<article article-type="research-article" dtd-version="1.3" xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xml:lang="ru"><front><journal-meta><journal-id journal-id-type="publisher-id">vgik</journal-id><journal-title-group><journal-title xml:lang="ru">Вестник ВГИК</journal-title><trans-title-group xml:lang="en"><trans-title>Vestnik VGIK</trans-title></trans-title-group></journal-title-group><issn pub-type="ppub">2074-0832</issn><issn pub-type="epub">2713-2471</issn><publisher><publisher-name>ВГИК</publisher-name></publisher></journal-meta><article-meta><article-id pub-id-type="doi">10.17816/VGIK89358</article-id><article-id custom-type="elpub" pub-id-type="custom">vgik-59</article-id><article-categories><subj-group subj-group-type="heading"><subject>Research Article</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="ru"><subject>ПЕРФОРМАНC</subject></subj-group><subj-group subj-group-type="section-heading" xml:lang="en"><subject>PERFORMANCE</subject></subj-group></article-categories><title-group><article-title>Цифровой кинематограф в ракурсе «эффекта зловещей долины»</article-title><trans-title-group xml:lang="en"><trans-title>Digital Cinema From the Perspective of the “Sinister Valley Effect”</trans-title></trans-title-group></title-group><contrib-group><contrib contrib-type="author" corresp="yes"><name-alternatives><name name-style="eastern" xml:lang="ru"><surname>Зуйков</surname><given-names>И. В.</given-names></name><name name-style="western" xml:lang="en"><surname>Zuikov</surname><given-names>I. V.</given-names></name></name-alternatives><bio xml:lang="en"><p>3rd year post–graduate student at the Department of Aesthetics, History and Theory of Culture</p></bio><xref ref-type="aff" rid="aff-1"/></contrib></contrib-group><aff xml:lang="en" id="aff-1"><institution>S.A. Gerasimov All-Russian State Institute of Cinematography</institution><country>Russian Federation</country></aff><pub-date pub-type="collection"><year>2021</year></pub-date><pub-date pub-type="epub"><day>25</day><month>03</month><year>2024</year></pub-date><volume>13</volume><issue>4(50)</issue><fpage>65</fpage><lpage>78</lpage><permissions><copyright-statement>Copyright &amp;#x00A9; Зуйков И.В., 2024</copyright-statement><copyright-year>2024</copyright-year><copyright-holder xml:lang="ru">Зуйков И.В.</copyright-holder><copyright-holder xml:lang="en">Zuikov I.V.</copyright-holder><license xml:lang="ru" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>Данная работа распространяется под лицензией Creative Commons Attribution 4.0.</license-p></license><license xml:lang="en" license-type="creative-commons-attribution" xlink:href="https://creativecommons.org/licenses/by/4.0/" xlink:type="simple"><license-p>This work is licensed under a Creative Commons Attribution 4.0 License.</license-p></license></permissions><self-uri xlink:href="https://www.vestnik-vgik.com/jour/article/view/59">https://www.vestnik-vgik.com/jour/article/view/59</self-uri><abstract><p>В статье рассматривается гипотетическая возможность возникновения в компьютерно-цифровом кинематографе так называемого «эффекта зловещей долины». Его суть заключается в неприятии реципиентами диссонирующих визуальных элементов при когнитивном зрительском восприятии аудиовизуального произведения. В основе своей эта проблема имеет не технический, а гуманитарный ракурс. Анализ этой оппозиционности является основной темой данной статьи.</p></abstract><trans-abstract xml:lang="en"><p>Modern computer technologies are constantly changing. The industry does not stand still, until recently stuntmen, life size puppets and mannequins were the main tools of filmmakers for creating action scenes. There was no question of the faces of the elderly actors looking young again on the screen. Now the customary technologies are becoming a thing of the past, although they are still in use on set.Modern cinema uses digital doubles to achieve similar goals. The aim of computer graphics studios is to create digital doubles as similar to people as possible. At first, these were very sketchy computer models that were quite conspicuous, and there was no question of complete realism.But with the advance of visualization technologies, digital doubles have become more and more realistic. As it turns out, the method of copying reality raises problems of perception.Solving these problems proved not an easy task, besides technological aspects there are cultural and psychological difficulties related to the perception of computer generated characters. The problem turned out to be so significant that it spawned a number of studies dealing with the causes and ways of overcoming this phenomena. There even appeared a special term — “The effect of the uncanny valley”. The mechanisms of overcoming this problem have not been elaborated yet. But nevertheless, it can be stated that the essence of the problem lies not only in the technological sphere but also in absence of an integrated approach to its solution.The thorough differentiation of technical professions in screen arts has created a certain vacuum in creative work, and the solution for this problem may lie in a fundamentally new approach to the use of technical means. The essence of scientific research should be the use of psychological and aesthetic analysis, which makes possible not only to overcome the negative consequences of the “uncanny valley” effect but also turn them into positive ones.</p></trans-abstract><kwd-group xml:lang="ru"><kwd>цифровизация</kwd><kwd>компьютеризация</kwd><kwd>эстетика современного кинематографа</kwd><kwd>психология восприятия</kwd><kwd>цифровые дублеры</kwd><kwd>мультимедиа</kwd></kwd-group><kwd-group xml:lang="en"><kwd>digitalization</kwd><kwd>computerization</kwd><kwd>aesthetics of modern cinema</kwd><kwd>perceptual psychology</kwd><kwd>digital doubles</kwd><kwd>multimedia</kwd></kwd-group></article-meta></front><back><ref-list><title>References</title><ref id="cit1"><label>1</label><citation-alternatives><mixed-citation xml:lang="ru">Бычков В.В., Маньковская Н.Б. Современное искусство как феномен техногенной цивилизации [Текст] / Н.Б. Маньковская, В.В. Бычков; М-во культуры Российской Федерации, Всероссийский гос. ун-т кинематографии им. С.А. Герасимова (ВГИК). — Москва: ВГИК, 2011. — 206 с.</mixed-citation><mixed-citation xml:lang="en">Bychkov V.V., Mankovskaya N.B. (2011) Sovremennoye iskusstvo kak fenomen tekhnogennoy tsivilizatsii [Contemporary art as a phenomenon of technogenic civilization] / N.B. Mankovskaya, V.V.Bychkov; M-vo kultury Rossyskoy Federatsii, Vserossysky gos. un-t kinematografii im. S.A. Gerasimova (VGIK). — Moskva: VGIK, 2011. — 206 р. (in Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit2"><label>2</label><citation-alternatives><mixed-citation xml:lang="ru">Новиков В.Н. Влияние виртуальных новаций на язык кинематографа XXI века: дис. ... кандидата искусствоведения: 17.00.03 / ФГБОУ ВО Всероссийский государственный институт кинематографии имени С.А.Герасимова]. — Москва, 2019. — 175 с.</mixed-citation><mixed-citation xml:lang="en">Novikov V.N. (2019) Vliyaniye virtualnykh novatsy na yazyk kinematografa XXI veka [The virtual innovation impact at cinematograph language of XXI century]: dis. ... kandidata iskusstvovedeniya: 17.00.03 / Novikov Vasily Nikolayevich; [Mesto zashchity: FGBOU VO Vserossysky gosudarstvenny institut kinematografii imeni S.A.Gerasimova]. — Moskva, 2019. — 175 р. (in Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit3"><label>3</label><citation-alternatives><mixed-citation xml:lang="ru">Каптерев А.И. Мультимедиа как социокультурный феномен / А.И. Каптерев. — М.: ИПО Профиздат, 2002. — 223 с.</mixed-citation><mixed-citation xml:lang="en">Kapterev A.I. (2002) Multimedia kak sotsiokulturny fenomen [Multimedia as a sociocultural phenomenon] / A.I. Kapterev. — Moskva: IPO Profizdat, 2002. — 223 р. (in Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit4"><label>4</label><citation-alternatives><mixed-citation xml:lang="ru">Мейринк Г. Голем: Роман / Пер. с нем. А.Солянова. Предисл. М. Рудницкого. — М.: Известия, 1991. — 288 с.</mixed-citation><mixed-citation xml:lang="en">Meyrink G. (1991) Golem [Golem]: Roman / Per. s nem. A. Solyanova. Predisl. M. Rudnitskogo. — Moskva.: Izvestiya, 1991. — 288 р. (in Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit5"><label>5</label><citation-alternatives><mixed-citation xml:lang="ru">Хренов Н.А. Эстетика и теория искусства XX века [Текст] / [Т.А. Акиндинова и др.]; отв. ред. Н.А. Хренов, А.С. Мигунов. — Москва: Прогресс-Традиция, 2005. — 516 с.</mixed-citation><mixed-citation xml:lang="en">Khrenov N.A. (2005) Estetika i teoriya iskusstva XX veka [Aesthetics and theory of of XXI century art] / T.A. Akindinova i dr.; otv. red. N.A. Khrenov, A.S. Migunov. — Moskva: Progress-Traditsiya, 2005. — 516 p. (in Russ.).</mixed-citation></citation-alternatives></ref><ref id="cit6"><label>6</label><citation-alternatives><mixed-citation xml:lang="ru">Chin-Chang Ho, Karl F. McDorman. Z.A. Pramono Human Emotion and the Uncanny Valley // URL: http://www.macdorman.com/kfm/writings/pubs/Ho2007EmotionUncanny.pdf (дата обращения: 11.11.2021).</mixed-citation><mixed-citation xml:lang="en">Chin-Chang Ho, Karl F. McDorman. Z.A. Pramono Human Emotion and the Uncanny Valley // URL: http://www.macdorman.com/kfm/writings/pubs/Ho2007EmotionUncanny.pdf data obrashcheniya: 11.11.2021).</mixed-citation></citation-alternatives></ref><ref id="cit7"><label>7</label><citation-alternatives><mixed-citation xml:lang="ru">Ekman P., Friesen W.V. Unmasking the Face: A Guide to Recognizing Emotions From Facial Expressions // URL.: https://www.academia.edu/31060417/_04_2011_Paul_Ekman_Wallace_Friesen_Unmasking_the_Face_a_Guide_to_Recognizing_Emotions_from_Facial_Clues (дата обращения: 11.11.2021).</mixed-citation><mixed-citation xml:lang="en">Ekman P., Friesen W.V. Unmasking the Face: A Guide to Recognizing Emotions From Facial Expressions // URL.: https://www.academia.edu/31060417/_04_2011_Paul_Ekman_Wallace_Friesen_Unmasking_the_Face_a_Guide_to_Recognizing_Emotions_from_Facial_Clues (data obrashcheniya: 11.11.2021).</mixed-citation></citation-alternatives></ref><ref id="cit8"><label>8</label><citation-alternatives><mixed-citation xml:lang="ru">Masahiro Mori, Karl F. MacDorman, Norri Kageki. The Uncanny Valley [From the Field] / June 2012 IEEE Robotics &amp; Automation Magazine. V. 19(2) // URL.: https://www.researchgate.net/publication/254060168_The_Uncanny_Valley_From_the_Field (дата обращения: 11.11.2021).</mixed-citation><mixed-citation xml:lang="en">Masahiro Mori, Karl F. McDorman, Norri Kageki. The Uncanny Valley [From the Field] / June 2012 IEEE Robotics &amp; Automation Magazine. V. 19(2) // URL.: https://www.researchgate.net/publication/254060168_The_Uncanny_Valley_From_the_Field (data obrashcheniya: 11.11.2021).</mixed-citation></citation-alternatives></ref><ref id="cit9"><label>9</label><citation-alternatives><mixed-citation xml:lang="ru">Tinwell A. The Uncanny Valley In Games And Animation // URL.: https://www.routledge.com/The-Uncanny-Valley-in-Games-and-Animation/Tinwell/p/book/9781466586949# (дата обращения: 11.11.2021).</mixed-citation><mixed-citation xml:lang="en">Tinwell A. The Uncanny Valley In Games And Animation // URL.: https://www.routledge.com/The-Uncanny-Valley-in-Games-and-Animation/Tinwell/p/book/9781466586949# (data obrashcheniya: 11.11.2021).</mixed-citation></citation-alternatives></ref></ref-list><fn-group><fn fn-type="conflict"><p>The authors declare that there are no conflicts of interest present.</p></fn></fn-group></back></article>
