Lag as a determinant of human performance in interactive systems
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Discrimination of changes in latency during head movement
Proceedings of the HCI International '99 (the 8th International Conference on Human-Computer Interaction) on Human-Computer Interaction: Communication, Cooperation, and Application Design-Volume 2 - Volume 2
Tolerance of Temporal Delay in Virtual Environments
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
Effect of Latency on Presence in Stressful Virtual Environments
VR '03 Proceedings of the IEEE Virtual Reality 2003
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
The effects of feedback on targeting with multiple moving targets
GI '04 Proceedings of the 2004 Graphics Interface Conference
Measuring the effective parameters of steering motions
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Motor Cortical Activity during Interception of Moving Targets
Journal of Cognitive Neuroscience
Motion-pointing: target selection using elliptical motions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Effects of tracking technology, latency, and spatial jitter on object movement
3DUI '09 Proceedings of the 2009 IEEE Symposium on 3D User Interfaces
The tradeoff between spatial jitter and latency in pointing tasks
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
It's about time: confronting latency in the development of groupware systems
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Comet and target ghost: techniques for selecting moving targets
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Target following performance in the presence of latency, jitter, and signal dropouts
Proceedings of Graphics Interface 2011
Designing for low-latency direct-touch input
Proceedings of the 25th annual ACM symposium on User interface software and technology
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
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Many modern games and game systems allow for networked remote participation. In such networks latency variability is a commonly encountered factor, but there is still little information available to designers about how human performance changes in the presence of delay. To add to our understanding of performance thresholds for mouse-based tasks that are common in real-time games, we carried out a study of human target acquisition and target tracking in the presence of latency and jitter (variance in latency), for various target velocities and trajectories. Our study indicates critical thresholds at which human performance decreases in the presence of delay. Target acquisition accuracy drops very quickly for latencies over 50 ms and for high velocities. Tracking error, however, is only slightly affected by latency, with deterioration starting at around 110 ms. The effects of latency and target velocity on errors are close to linear, and transverse error is usually smaller than longitudinal error. These results help to quantify the effects of delay on closely-coupled interactive tasks in networked games and real-time groupware systems. They also aid designers in determining when it is critical to improve system parameters and when to apply prediction and delay-compensation algorithms to improve quality of interaction.