Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Project GROPEHaptic displays for scientific visualization
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Computers as theatre
A comparison of input devices in element pointing and dragging tasks
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The information visualizer, an information workspace
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual reality on five dollars a day
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
On temporal-spatial realism in the virtual reality environment
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
A morphological analysis of the design space of input devices
ACM Transactions on Information Systems (TOIS) - Special issue on computer—human interaction
Extending Fitts' law to two-dimensional tasks
CHI '92 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
The “prince” technique: Fitts' law and selection using area cursors
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Performance differences in the fingers, wrist, and forearm in computer input control
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Controlling access in multiuser interfaces
ACM Transactions on Computer-Human Interaction (TOCHI)
A comparison of three selection techniques for touchpads
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Rotating virtual objects with real handles
ACM Transactions on Computer-Human Interaction (TOCHI)
Improving interactive performance using TIPME
Proceedings of the 2000 ACM SIGMETRICS international conference on Measurement and modeling of computer systems
EGVE '02 Proceedings of the workshop on Virtual environments 2002
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
Provisioning on-line games: a traffic analysis of a busy counter-strike server
Proceedings of the 2nd ACM SIGCOMM Workshop on Internet measurment
Input technologies and techniques
The human-computer interaction handbook
On the geographic distribution of on-line game servers and players
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
Bare-hand human-computer interaction
Proceedings of the 2001 workshop on Perceptive user interfaces
The CAT for efficient 2D and 3D interaction as an alternative to mouse adaptations
Proceedings of the ACM symposium on Virtual reality software and technology
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
Investigating user tolerance for errors in vision-enabled gesture-based interactions
Proceedings of the working conference on Advanced visual interfaces
An HCI method to improve the human performance reduced by local-lag mechanism
Interacting with Computers
Applying database replication to multi-player online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Presence: Teleoperators and Virtual Environments
Modeling the effects of delayed haptic and visual feedback in a collaborative virtual environment
ACM Transactions on Computer-Human Interaction (TOCHI)
A CMOS camera-based man-machine input device for large-format interactive displays
ACM SIGGRAPH 2007 courses
Towards publishable event logs that reveal touchscreen faults
EVT/WOTE'10 Proceedings of the 2010 international conference on Electronic voting technology/workshop on trustworthy elections
Target following performance in the presence of latency, jitter, and signal dropouts
Proceedings of Graphics Interface 2011
Listener latency profiling: Measuring the perceptible performance of interactive Java applications
Science of Computer Programming
Multimedia Tools and Applications
40years of searching for the best computer system response time
Interacting with Computers
Clicky: input in pervasive systems
OTM'06 Proceedings of the 2006 international conference on On the Move to Meaningful Internet Systems: AWeSOMe, CAMS, COMINF, IS, KSinBIT, MIOS-CIAO, MONET - Volume Part II
1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of Graphics Interface 2012
Dynamic tactile guidance for visual search tasks
Proceedings of the 25th annual ACM symposium on User interface software and technology
EG VE'00 Proceedings of the 6th Eurographics conference on Virtual Environments
Aspect of assembly: from theory to performance
Transactions on Aspect-Oriented Software Development IX
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
Data transmission latency and sense of control
EPCE'13 Proceedings of the 10th international conference on Engineering Psychology and Cognitive Ergonomics: understanding human cognition - Volume Part I
Predictivity of system delays shortens human response time
International Journal of Human-Computer Studies
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The sources of lag (the delay between input action and output response) and its effects on human performance are discussed. We measured the effects in a study of target acquisition using the classic Fitts' law paradigm with the addition of four lag conditions. At the highest lag tested (225 ms), movement times and error rates increased by 64% and 214% respectively, compared to the zero lag condition. We propose a model according to which lag should have a multiplicative effect on Fitts' index of difficulty. The model accounts for 94% of the variance and is better than alternative models which propose only an additive effect for lag. The implications for the design of virtual reality systems are discussed.