Saturday, August 05, 2006

Synthetic Actors

I originally posted this entry about the new Contour camera system on my personal blog, but Jenna suggested publishing it here as well. It's a lazy Saturday morning for me, so I'm not sure I have any specific questions right now, but would certainly be curious to hear your reactions to the Times discussion of this new camera system.

Via Blank Screen Media, a New York Times article about a new camera system to be unveiled at Siggraph that promises "to create compellingly realistic synthetic actors by capturing the facial movements of real actors in much greater detail than is currently possible." The Contour camera system has already been embraced by David Fincher who plans to use it in his adaptation of F. Scott Fitzgerald's story, "The Curious Case of Benjamin Button," about a character who ages in reverse. The Contour system, I think, raises some interesting questions for how we define visual entertainment and what we'll expect of it in the future.

According to the Times, the Contour system will allow filmmakers to transform the appearance of actors in the computer, making it possible for viewers to control the point of view, creating what is being called a form of "navigable entertainment." Times reporter John Markoff goes on to write, "the Contour system requires actors to cover their faces and clothes with makeup containing phosphorescent powder that is not visible under normal lighting. In a light-sealed room, the actors face two arrays of inexpensive video cameras that are synchronized to simultaneously record their appearance and shape. Scenes are lit by rapidly flashing fluorescent lights, and the cameras capture light from the glowing powder during intervals of darkness that are too short for humans to perceive."

As Grand Text Auto explains it, filmmakers get "an extremely high resolution digital model, photographed textures and motion capture of the actor’s face." While the phosphorous powder cannot be used on certain body parts (on the eyes, inside the mouth), Contour is working on plastic teeth molds with embedded phosphor powder. Of course such a camera has clear implications for film production, making it possible for directors to digitally control camera angles. But the larger question is whether the technology will allow filmmakers to cross what Masahiro Mori, the Japanese robotics specialist, has called the "uncanny valley," which describes the negative emotional responses people have when encountering robots and animated figures as they begin to very closely resemble humans (as the Times argues, some have attributed the negative responses to Tom Hanks' Polar Express to this principle).

Andrew at GTA argues that the Contour system does nothing to cross the "uncanny valley of AI," but one or two of the commenters have a slightly different reading. I don't yet know enough about the Contour system, but it's difficult for me not to feel some sense of loss whenever I read about a new "advance" in digital video technologies. I'm not terribly attached to recording on film, but as systems such as Contour develop, I have to wonder what kinds of narratives it will enable and what kind of stories will be supplanted by the new medium.

8 comments:

Momo said...

Hi Chuck,

That was fast! - but I can't seem to access the comments on your blog... when I click the "comments" link, I just get an empty commenting "window" again - do you know why?

Cheers
Jenna

Momo said...

Oh, and, as said, I'm also certainly interested to hear what the others think.

Scott - this gives more ammunition to the issues ref mocap, does it not?

Chuck said...

That's weird. They're showing up on my compter, but my blog can be clunky sometimes. Maybe try clicking refresh?

Momo said...

Ah - yes, it works now.

Agreed - there is a certain rhetoric that seems to accompany new technology - doesn't it seem symptomatic... this constant pursuit of bigger and bigger "wows"......

SBalcer said...

Given some of the work on Andy Serkis I plan to do in the next few months, this all sounds like another step into that amazing grey area of artificial/real personages on screen.
I have been examining it through a performance theory lense. This might seem an odd direction, since it skirts around ontology in ways. But I took this stance since I've found the critical reactions to some of these innovations are overlooking the heavy artifice already involved generally in cinematic performance as a onscreen construct. There is a heavy control and fragmentation to the psychological, emotional, and physical "performance" onscreen with live (non-technologically enhanced) actors as well. I am fascinated by the technology, but wonder if some of the criticism has made a dangerous contention in "real people" being the opposite of the digital actor.
The entire concept of the "uncanny valley"is fascinating. I had heard the term in popular criticism to some CGI, but really wasn't aware of the history behind it. It would've made sense to incorporate into some of my previous posts on Pixar. I am glad I am getting some clarification on it.

SBalcer said...

Also, why can't I post pics on this blog anymore?

Chuck said...

I think the "performance theory" approach makes a lot of sense (if I understand you correctly), especially given that both "film" and "digital" approaches to representing actors are constructed. The Brad Pitt (to name one relevant example) photographed on 35mm film is no more or less real than the Pitt filmed on Contour, so the question, for me, becomes how these technologies contsruct reality, the star image, or whatever, differently.

simsie said...

Tangentially related to this post - there's a fascinating article by Jonathan Rauch in the November 2006 Atlantic Monthly about a game called 'Facade'. From the article...

"They spent more than two years constructing what they called ABL (for “A Behavior Language”), which encodes and controls virtual actors. “The actors’ minds are written in ABL,” Mateas explains. ABL itself has a sort of mind: enough artificial intelligence to decide how a particular character might, for example, simultaneously mix a drink, walk across the room, and yell at her husband, as a human actor could do.
That done, they built, again from scratch, another piece of AI, which they call a drama manager. It is a sort of artificial dramaturge and director, which looks at what the player and characters are doing and makes plot and dialogue choices intended to ratchet up and then release dramatic tension. Then they built a natural-language engine, which “listens” to what the player types in, looking for emotional and dramatic cues that the in-game characters can react to."

To play it, visit: http://www.interactivestory.net/