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
Pseudo-3D Video Conferencing with a Generic Webcam
ISM '08 Proceedings of the 2008 Tenth IEEE International Symposium on Multimedia
Exaggerated head motions for game viewpoint control
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Ptz control with head tracking for video chat
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Creating a virtual archery experience
Proceedings of the International Conference on Advanced Visual Interfaces
Enhanced interactive gaming by blending full-body tracking and gesture animation
ACM SIGGRAPH ASIA 2010 Sketches
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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We present the use of commodity depth based cameras to control viewpoint from passive unencumbered head tracking. This allowed participants to maintain correct perspective while playing an immersive computer ball game, without the need to wear devices, wires or markers. While viewpoint update is more generally useful than stereoscopy it has traditionally used tracking equipment of expense and complexity unsuitable for home use. The current explosion of depth based cameras into the home game market could provide a cheaper, simpler and more elegant solution. While updating viewpoint from a depth camera has been demonstrated it has not previously been studied in a multi-player or fast moving game or undergone accurate measures of latency, task performance or user experience. We integrated low cost commodity hardware including depth based cameras, computers, projectors and stereo glasses, computer games software, a laptop and large projection surfaces. System latency and user performance and experience were measured across a number of viewpoint conditions. System latency of the viewpoint and hand tracking were measured by analysing high speed video footage. The number of goals scored and saved gave a measure of task performance. Subjective impressions of experience were taken from questionnaire and post interview.