Need a reason to stop ignoring art online? Try the HatePlow Tumblr, or Z_D_ as the page is titled, which collects the work of Portland artist Zack Dougherty, who does some interesting things with gifs — and reality. Gifs, those little animated images of pixelated dancing cats, have grown up and are becoming a format of choice for artists on the social web. And on Z_D_, gifs are scratching the boundaries of the uncanny valley between the real and the generated image.
All the the gifs below were published in the last few months and are shown in chronological order, though they are only a small selection of Dougherty’s output during that time. This string of works has gone from revealing the wire frame behind digital image generation, through an exploration of the aesthetics of various 3D computer modeling, animation, and rendering programs, and leaves us to sort out what was real and what was made in the computer.
c. Zack Dougherty
The first in this collection introduces the viewer to the concept of more polygons equaling more resolution. This is a factor of digital rendering most of us are at least peripherally aware of from watching any Pixar movie: as processing power improves, computers can put more math, and thus more polygons, into a 3D model. Here the face slowly resolves, adding polygons until we might be seeing a real face, scrubbing the playhead of resolution back and forth trying to find the exact edge of ‘realness,’ and testing the “uncanny valley.”
The uncanny valley is a concept in computer animation and robotics denoting the space between comfortably real people and the cartoonish parodies of humans made to seem charming (think WALL·E or C3P0). In between lies the similar, but not exact recreation of a person whose minute differences leave him/her feeling unsettling to human observers. But the uncanny valley doesn’t only apply to human likenesses, but also to the line between real and generated objects in the images we see online.