Human factors issues in the design of stereo-rendered photorealistic objects: a stereoscopic Turing test

ABSTRACT We present visual acuity metrics, human factors issues, and technical considerations in the construction of a stereo-rendered reality test in the spirit of the Turing test, Alan Tu rings famous artificial intelligence test designed to explore the boundaries between human and machine interaction. The overall aim of this work is to provide guiding principles in the design of a stereoscopic reality test. Keywords: reality test, photorealism, stereoscopy, rendering, presence 1. INTRODUCTION We propose a simple reality test between two objects - one vi rtual and one physical. We control for a number of factors which allow an observer to differentiate between real and virtual objects including rendered and displayed in stereo with sufficient definition to match the acuity of the human eye. St ereoscopic depth of a virtual object is a primary mediating property for realism. Filtering techniques which preserve depth serve can lower the fidelity of the physical object and thereby increase the observers sense that a virtual object is real or physically present. As an analytical work, our research began with the question: What tools, methods, or tests exist for measuring the visual subtleties between physical objects and stereo-rendered photorealistic objects? And within this battery of tests, by what metric is human visual acuity tested, measured, and controlled? We also present co nsiderations in the development and modification of reality tests as applied to immersive environment research. We addr ess human factors issues in the context of display size and image fidelity as virtual objects become indistinguishable from real objects. Our initial hypothesis is that the inclusion of convincing stereo-photorealism will provide researchers with new boundaries to explore human computer interaction (HCI) and human factors issues in the following disciplines: psycho-physiological sciences, neuro-physiology and the science of sight, tele-medicine, and machine vision. A replicable and reliable battery of realism tests must accompany research in these fields as we prepare for th e intersection of 3d displays, photorealistic re ndering, and immersive environments. 1.1 Immersive displays and impetus for reality tests Display technologies and computer rendering techniques are approaching a level of realism and definition which could challenge our ability to discern between virtual and physical objects. Computer rendered motion pictures and high-end gaming platforms are also approaching this level of realism. Large format projection displays are becoming common fixtures in the consumer home. Wall-to -wall immersive projection may not be ava ilable to the consumer today, but if projection technology (diode laser arrays) continues to obey Moores law, doubling density every ~2 years, the affordability of ultra-resolutio n projection will soon enter the consumer market and home. Today, an 8000×4000 pixel projection system, 16 times denser than 1080p, is set for pl anetarium installations. By 2016, will consumers be able to afford such technology capable of delivering 32 megapixels? Possibly so, if Moores law holds throughout the projection technology pipeline and standards evolve to meet such pace. Current projection technology is lacking in holographic photorealism but even simple projectors have the ability to project objects and environments at full scale  one key criteria for immersion. Multi-projector display techniques are capable of increasing the image field of view (FOV) well beyond peripheral vision by seamless blending of the projected beam edge. Edge-blending presupposes