We present a practical implementation of a variation of the Turing Test for realistic computer graphics. The test determines whether virtual representations of objects appear as real as genuine objects. Two experiments were conducted wherein a real object and a similar virtual object is presented to test subjects under specific restrictions. A criterion for passing the test is presented based on the probability for the subjects to be unable to recognise a computer generated object as virtual. The experiments show that the specific setup can be used to determine the quality of virtual reality graphics. Based on the results from these experiments, future versions of the Graphics Turing Test could ease the restrictions currently necessary in order to test object telepresence under more general conditions. Furthermore, the test could be used to determine the minimum requirements to achieve object telepresence.
A limited Graphics Turing Test is used to determine the frame rate that is required to achieve telepresence of an animated object. For low object velocities of 2.25 and 4.5 degrees of visual angle per second at 60 frames per second a rotating object with no added motion blur is able to pass the test. The results of the experiments confirm previous results in psychophysics and show that the Graphics Turing Test is a useful tool in computer graphics. Even with simulated motion blur, our Graphics Turing Test could not be passed with frame rates of 30 and 20 frames per second. Our results suggest that 60 frames per second (instead of 30 frames per second) should be considered the minimum frame rate to achieve object telepresence and that motion blur provides only limited benefits.
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