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 testbed for characterizing dynamic response of virtual environment spatial sensors
UIST '92 Proceedings of the 5th annual ACM symposium on User interface software and technology
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)
System lag tests for augmented and virtual environments
UIST '00 Proceedings of the 13th annual ACM symposium on User interface software and technology
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
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
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
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing for low-latency direct-touch input
Proceedings of the 25th annual ACM symposium on User interface software and technology
FFitts law: modeling finger touch with fitts' law
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
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The end-to-end latency of interactive systems is well known to degrade user's performance. Touch systems exhibit notable amount of latencies, but it is seldom characterized, probably because latency estimation is a difficult and time consuming undertaking. In this paper, we introduce two novel approaches to estimate the latency of touch systems. Both approaches require an operator to slide a finger on the touch surface, and provide automatic processing of the recorded data. The High Accuracy (HA) approach requires an external camera and careful calibration, but provides a large sample set of accurate latency estimations. The Low Overhead (LO) approach, while not offering as much accuracy as the HA approach, does not require any additional equipment and is implemented in a few lines of code. In a set of experiments, we show that the HA approach can generate a highly detailed picture of the latency distribution of the system, and that the LO approach provides average latency estimates no further than 4 ms from the HA estimate.