• DocumentCode
    2341253
  • Title

    How Real is Really? A Perceptually Motivated System for Quantifying Visual Realism in Digital Images

  • Author

    Wang, Norman ; Doube, Wendy

  • Volume
    2
  • fYear
    2011
  • fDate
    14-15 May 2011
  • Firstpage
    141
  • Lastpage
    149
  • Abstract
    Contemporary video games are generally designed with the aim of engendering a state of immersion in their players. A sense of ´presence´ is considered to be a prerequisite of total immersion, the ultimate level of immersion, and can be directly related to the degree of realism in the simulation presented in a videogame. However, continuously increasing the degree of visual realism in an image could cause adverse effects such as fault amplification and more importantly, emotions like fear and dread of the uncanny. It can also substantially raise the development costs of a game. Consequently, videogame developers would benefit greatly from knowing the threshold beyond which increased realism is counter-productive. This paper details the development of an image processing system that measures the degree of realism of an image using three methods - gradient variance, color variance and shadow softness - derived from existing theories and practices in perceptual psychology, photoforensics and image processing. It then discusses testing of the system on a variety of photographic and video game images.
  • Keywords
    game studies; image classification; image processing; immersion; photorealism; presence; realism; shadow segmentation; uncanny valley; video game; virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Multimedia and Signal Processing (CMSP), 2011 International Conference on
  • Conference_Location
    Guilin, China
  • Print_ISBN
    978-1-61284-314-8
  • Electronic_ISBN
    978-1-61284-314-8
  • Type

    conf

  • DOI
    10.1109/CMSP.2011.172
  • Filename
    5957485