Supporting distributed groups with a Montage of lightweight interactions
CSCW '94 Proceedings of the 1994 ACM conference on Computer supported cooperative work
Latency Measurements Obtained from the Simulation Network Analysis Project
DIS-RT '98 Proceedings of the Second International Workshop on Distributed Interactive Simulation and Real-Time Applications
Presence: Teleoperators and Virtual Environments - Special issue: Advances in collaborative virtual environments
Spatiality in videoconferencing: trade-offs between efficiency and social presence
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Communicating Eye Gaze across a Distance without Rooting Participants to the Spot
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
VR '09 Proceedings of the 2009 IEEE Virtual Reality Conference
The effects of network loads and latency in multiplayer online games
ICEC'07 Proceedings of the 6th international conference on Entertainment Computing
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Latency in a communication system can result in confusing a conversation through loss of causality as people exchange verbal and non-verbal nuances. This paper compares true end-to-end latencies across an immersive virtual environment and a video conference link using the same approach to measure both. Our approach is to measure end-to-end latency through filming the movements of a participant and their remote representation through synchronised cameras. We also compare contemporary and traditional immersive display and capture devices, whilst also measuring event latency taken from log files. We compare an immersive collaborative virtual environment to a video conference as both attempt to reproduce different aspects of the face-to- face meeting, the former favouring appearance and the latter attention. Results inform not only the designers of both approaches but also set the requirements for future developments for 3D video which has the potential to faithfully reproduce both appearance and attention.