The tradeoff between spatial jitter and latency in pointing tasks
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
Insights from dividing 3D goal-directed movements into meaningful phases
IEEE Computer Graphics and Applications
Target following performance in the presence of latency, jitter, and signal dropouts
Proceedings of Graphics Interface 2011
Pop-up depth views for improving 3D target acquisition
Proceedings of Graphics Interface 2011
Extension de la norme ISO 9241-9 au pointage en 3D
23rd French Speaking Conference on Human-Computer Interaction
An integrated framework for universal motion control
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies
6DMG: a new 6D motion gesture database
Proceedings of the 3rd Multimedia Systems Conference
Proceedings of Graphics Interface 2012
CaveUDK: a VR game engine middleware
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Pointing at 3d target projections with one-eyed and stereo cursors
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
Two touch system latency estimators: high accuracy and low overhead
Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces
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We investigate the effects of input device latency and spatial jitter on 2D pointing tasks and 3D object movement tasks. First, we characterize jitter and latency in a 3D tracking device and an optical mouse used as a baseline comparison. We then present an experiment based on ISO 9241-9, which measures performance characteristics of pointing devices. We artificially introduce latency and jitter to the mouse and compared the results to the 3D tracker. Results indicate that latency has a much stronger effect on human performance than low amounts of spatial jitter. In a second study, we use a subset of conditions from the first to test latency and jitter on 3D object movement. The results indicate that large, uncharacterized jitter “spikes” significantly impact 3D performance.