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
Link To Document