Domain: Humanities and Social Sciences — Sport
Target concept: Triple Lutz Jump: The Triple Lutz Jump refers to a jump with three full rotations, labeled as Triple Lutz (3 turns). After takeoff, the body rotates three full turns, and the landing is made on one foot with a fixed number of rotations.

Video generation prompt: This demonstration illustrates the process of a figure skater taking off from the ice and completing a triple jump in the air. It emphasizes the number of rotations and the complete sequence of the takeoff-rotation-landing motion.

Evaluation guide:
(i) Target concept: A biomechanically valid Triple Lutz jump executed under standard competitive figure skating constraints.
Minimum mechanism: Angular momentum must be generated at takeoff via asymmetric torque (toe-pick assist from the free foot + back outside edge lean of the skating foot), conserved in flight through a compact body position, and dissipated at landing via controlled knee flexion on the foot opposite the takeoff foot, requiring continuous causal linkage between edge, lift, rotation, and absorption.
(ii)Storyline: [Phase 1: Approach] Skater glides backward on a curved back outside edge, visible via body lean and ice trace. [Phase 2: Takeoff] The toe pick of the free (opposite) foot plants into the ice while the skating foot's back outside edge stays engaged until the last frame of contact, and the upper body begins to rotate to initiate lift. [Phase 3: Airborne] Body pulls into tight rotation; three full turns completed with a stable vertical axis; head, gloves, and boots serve as rotation counters. [Phase 4: Landing] Blade contacts ice on the back outside edge of the foot opposite the original skating foot (the toe-pick foot from takeoff); knee bends immediately; the original skating leg extends behind as the new free leg; upper body remains upright, all within the same continuous motion vector. Perspective constraint: Fixed medium-long shot (full-body visible throughout), frontal or slight three-quarter angle, consistent lighting, no occlusion of feet or ice contact points.

Manual:
Experimental Procedure
1. Skater glides backward on the back outside edge of the skating foot (e.g., the left foot) on the ice surface.
2. Skater reaches back and plants the toe pick of the opposite (free) foot — e.g., the right foot — into the ice, vaulting upward off that toe pick while the skating foot completes its push from the ice, maintaining the back outside edge until liftoff.
3. In the air, skater pulls the arms and the free leg inward to rotate three full turns around a vertical axis.
4. Skater lands on the back outside edge of the toe-pick foot used to vault (the foot opposite the original skating foot), absorbing impact with a bent knee while the original skating leg extends behind as the new free leg.
Observation of Experimental Phenomena
- Back outside edge trace of the skating foot is visible before takeoff.
- The toe-pick contact point of the opposite foot is visible at the moment of the vault.
- Three discrete, full-body rotations occur mid-air.
- Landing occurs on the back outside edge of the foot opposite the takeoff/skating foot, with immediate controlled glide.
Summary of Experimental Principles
The Triple Lutz jump requires initiation from a back outside edge with a toe-pick vault assisted by the opposite (free) foot, conservation of angular momentum in the air to complete three rotations, and landing on the back outside edge of that toe-pick (opposite) foot. This foot change on landing, combined with the back-outside-edge entry, distinguishes the Lutz from the Loop and Toe Loop (which keep the same foot from takeoff to landing) and from the Flip (which enters on a back inside edge rather than a back outside edge).

Prompt Grounding rubric:
level_1: No figure skater appears on the ice; no airborne phase is shown; no single-foot landing is shown; no rotation of the body is depicted at all.
level_2: A skater is on the ice and leaves the surface, but any rotation is absent or too blurred to tell that the body has turned, and the landing either is not shown, lands on two feet, or happens off the ice.
level_3: The skater is visible on the ice, pushes off from a back outside edge (shown by the curved edge trace or the body's backward lean), goes airborne, visibly rotates with torso, arms, and legs turning together, and comes down on one foot, all in one continuous shot.
level_4: Everything required at the 3-point level is present, and the curve of the takeoff edge, the smoothness of the in-air rotation, and the landing posture (bent knee, one leg extended, upright torso) all look consistent with a real Triple Lutz: no visible reversal of turning direction and no anatomically odd limb angles.
level_5: Everything required at the 4-point level is present, and: (a) the ice trace before takeoff clearly curves as a back outside edge; (b) three full, separately countable body turns are visible using the head, gloves, or boots as reference points; (c) the skater lands cleanly on the back outside edge of the foot OPPOSITE the one that carried the takeoff edge (a visible foot change), with an immediate controlled glide and no stumble, extra hop, or arm-flail to catch balance.

Scientific and Causal Correctness rubric:
level_1: The rotation count is zero or impossible to tell; the skater lands on both feet, or on a foot pattern that isn't a single-foot landing at all; the takeoff shows a forward edge or no toe-pick assist whatsoever; there is no visible link between the edge entry and the rotation that follows.
level_2: The skater rotates in the air, but it is unclear whether it is two or three turns; the landing foot stays the same as the takeoff foot instead of changing, contradicting a foot-change jump; or the takeoff looks like it starts from a flat or forward edge rather than a back outside edge.
level_3: The body's rotation only begins after the toe pick plants and the skating foot's edge pushes off, not before contact and not without any visible assist; the turning speed in the air looks physically consistent with the skater's tucked-in body position, with no impossible sudden speed-up or slow-down; and the landing contact happens right as the last visible turn finishes, with no rotation continuing after the blade touches down and no landing before the turns are complete.
level_4: Everything required at the 3-point level is present, and the rotation count is clearly three full turns (visible via consistent reference points such as the head or boots), and the landing foot is the OPPOSITE foot from the one that carried the takeoff edge, matching a true foot-change jump, with no reversal of spin direction, no landing cut short mid-turn, and no unnatural pause in the rotation that would break angular momentum conservation.
level_5: Everything required at the 4-point level is present, and: (a) the rotation axis stays close to vertical throughout, without a visible lean or wobble that would break the momentum alignment; (b) the arms and free leg pull in and counter-rotate at takeoff in a way that supports completing three turns; (c) the landing shows visible impact absorption (bent knee, upright torso, extended free leg) rather than a stiff, locked-leg landing inconsistent with real impact physics.

Spatiotemporal Consistency rubric:
level_1: The skater teleports between positions on the ice; the rink surface disappears and reappears; the lighting suddenly jumps mid-jump; the video stutters badly enough to break up the motion; or the background around the rink changes between the takeoff, airborne, and landing moments.
level_2: The skater's position relative to the ice jumps between frames; the limbs show ghosting or double-exposure trails; the rink lighting visibly brightens or dims during the jump; or the camera suddenly rotates or zooms with no reason tied to the action.
level_3: The camera stays fixed throughout; the skater moves across the ice without any jump-cut in position; the rink surface and boards stay fully visible and geometrically intact; the lighting stays even enough to see the skater's edge trace throughout; the clip has no dropped frames or stutter that breaks the flow of the jump.
level_4: Everything required at the 3-point level is present, and the skater's flight path from takeoff to landing traces a smooth rise-then-fall arc; the arms, legs, and torso move through the rotation without any limb snapping into a new pose; the blade's contact point with the ice before takeoff and after landing shows a small visible mark or ice spray consistent with real pressure, not a frozen or pasted-on pose.
level_5: Everything required at the 4-point level is present, and: (a) the skater's speed through the jump looks even, with no sudden slow-motion or speed-up that isn't part of the jump itself; (b) the skater's height above the ice rises then falls in one smooth curve rather than jumping around; (c) the clip shows no flicker or sudden aliasing along the skater's outline; (d) the skater's reflection on the ice, if visible, keeps a consistent angle and brightness through takeoff, flight, and landing.