Beyond The 'Uncanny Valley'

Activision R&D Real-time Character Demo - YouTube

This animated character is being rendered in real-time on current video card hardware, using standard bone animation. ...

Is It Real? With New Technology Has Activision Crossed The 'Uncanny Valley?' : The Two-Way : NPR

Mashable asks the pertinent, philosophical question: Does this next-generation animation cross the so-called "uncanny valley?"

The term was coined in 1970 by the Japanese roboticist Masahiro Mori. He said humans can relate to robots — think R2-D2 — but once they get too humanlike, but not close enough — think the animated Angelina Jolie in Beowulf — they feel disgust. That disgust — that "uncanny valley" — subsides at the other side: when the robot is indistinguishable from reality.

So, have we crossed that valley with this animation?

Jorge Jimenez – Next Generation Life

We believe this technology brings current generation characters, into next generation life. At 180 fps in a Geforce GTX 680.
The team behind this technology consists on Javier Von Der Pahlen (Director of R&D), Etienne Danvoye (Technical Director), Bernardo Antoniazzi (Techical Art Director), Zbyněk Kysela (Modeler and Texture Artist), Mike Eheler (Programming & Support) and me (Real-Time Graphics R&D).
You have a teaser of the slides here: