On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
System lag tests for augmented and virtual environments
UIST '00 Proceedings of the 13th annual ACM symposium on User interface software and technology
VR '99 Proceedings of the IEEE Virtual Reality
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
Comparing the End to End Latency of an Immersive Collaborative Environment and a Video Conference
DS-RT '09 Proceedings of the 2009 13th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications
Using a p300 brain--computer interface in an immersive virtual environment
Presence: Teleoperators and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Exploring the usability of immersive interactive storytelling
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Revisiting path steering for 3D manipulation tasks
International Journal of Human-Computer Studies
A system to measure, control and minimize end-to-end head tracking latency in immersive simulations
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Designing 3D selection techniques using ballistic and corrective movements
JVRC'09 Proceedings of the 15th Joint virtual reality Eurographics conference on Virtual Environments
The effect of varying path properties in path steering tasks
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
Bimanual haptic simulator for medical training: system architecture and performance measurements
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
How fast is fast enough?: a study of the effects of latency in direct-touch pointing tasks
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Two touch system latency estimators: high accuracy and low overhead
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
Towards enabling more effective locomotion in VR using a wheelchair-based motion platform
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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One of the critical determinants of the effectiveness and usability of interactive graphics simulations is the latency with which visual updates can be made based on input from interaction devices. High latency can diminish performance and can lead to simulator sickness. We demonstrate a new method for measuring latency using a standard video camera. The method is simple to configure, sensitive and rapid to use. This is in contrast to previous methods which required specialized equipment, were laborious or could only determine gross changes in latency. We attach a tracker to a pendulum and move a simulated image on the screen using the tracker positions. We video both the pendulum and simulated image together, and fit two sine curves, one to centre of motion of pendulum and one to the centre of motion of the simulated image. From the phase difference between these two sine curves we can determine latency changes significantly less than the frame rate of the camera. We demonstrate the method by comparing the latency of a two different systems for a CAVE™-like display.