Digital reality fly-through

An exploration of representations of CG reality and 'uncanny valley' in cinema, gaming and animation

Digital reality fly-through will offer a critical exploration of representations of CG reality in cinema, gaming and animation, and explore the concept of 'uncanny valley' - the sensation of encountering effects that feel uncomfortably real.

In computer-generated imagery, we have reached a point where it really only is time and money that hold back possibilities for making the impossible seem possible and the real hyperreal. But what sort of realities are being created, and what questions need to be asked?

This event addresses the obsession that games designers and film directors have with realism and looks at alternatives in the CG field. It focuses on the fine line between an experience of vertigo and nausea and that of pure pleasure in the 'real' in the engagement with environments and characters in CG.

Contributors include artists Bruno Martelli and Ruth Gibson (Igloo), Stewart McSherry, Greenworks Organic Software, Helen Sloan (Director of SCAN) Hannah Redler (Head of Arts Programme, Science Museum) and practitioners from film and gaming special-effects houses.

Co-curated by SCAN, the New Media Art Agency in the South of England, and Science Museum Arts Programme.

Project Participants
Participating Groups and other projects: 
Participating individuals (users on this site): 
Hannah Redler
Helen Sloan
Editors of this node:
Helen Sloan