Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
Revealing delay in collaborative environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
VR '04 Proceedings of the IEEE Virtual Reality 2004
VR '04 Proceedings of the IEEE Virtual Reality 2004
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Precise and Rapid Interaction through Scaled Manipulation in Immersive Virtual Environments
VR '05 Proceedings of the 2005 IEEE Conference 2005 on Virtual Reality
Combating latency in haptic collaborative virtual environments
Presence: Teleoperators and Virtual Environments
Virtual environment training therapy for arm motor rehabilitation
Presence: Teleoperators and Virtual Environments - Special section: Legal, ethical, and policy issues associated with virtual environments and computer mediated reality
Testbed Evaluation of Virtual Environment Interaction Techniques
Presence: Teleoperators and Virtual Environments
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part II
An adaptive approach to exponential smoothing for CVE state prediction
Proceedings of the 2nd International Conference on Immersive Telecommunications
Hi-index | 0.00 |
Although Collaborative Virtual Environments share many characteristics in common with first person 3D games, CVEs strive for a deeper level of immersion by networking together individuals with more natural input devices. More complex input devices such as data gloves and positional trackers have additional processing delay and when compounded with network delay can cause CVE applications to lag and become jerky. The purpose of this experiment was to measure and model typical movements from users utilizing data gloves and positional trackers so that algorithms can be designed to help combat the inherent delay and jitter in a CVE. Most movements studied were shown to have a rough Gaussian shaped speed profile, but intricate manipulative movements exhibited greater peaks and valleys than typical reaching movement.