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

Asadul Islam

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.

 

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Keywords


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

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References


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DOI: http://dx.doi.org/10.46827/ejlll.v8i1.504

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