Grasping reality through illusion—interactive graphics serving science
CHI '88 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Towards image realism with interactive update rates in complex virtual building environments
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Telerobotics, automation, and human supervisory control
Telerobotics, automation, and human supervisory control
Lag as a determinant of human performance in interactive systems
INTERCHI '93 Proceedings of the INTERCHI '93 conference on Human factors in computing systems
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Three dimensional visual display systems for virtual environments
Presence: Teleoperators and Virtual Environments
Reaching for objects in VR displays: lag and frame rate
ACM Transactions on Computer-Human Interaction (TOCHI)
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Virtual GIS: A Real-Time 3D Geographic Information System
VIS '95 Proceedings of the 6th conference on Visualization '95
A framework and testbed for studying manipulation techniques for immersive VR
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Perceptually Optimized 3D Graphics
IEEE Computer Graphics and Applications
Perspectives, frame rates and resolutions: it's all in the game
Proceedings of the 4th International Conference on Foundations of Digital Games
A methodology for managing distributed virtual environment scalability
Proceedings of the Winter Simulation Conference
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We present a first study of the effects of frame time variations, in both deviation around mean frame times and period of fluctuation, on task performance in a virtual environment (VE). Chosen are open and closed loop tasks that are typical for current applications or likely to be prominent in future ones. The results show that at frame times in the range deemed acceptable for many applications, fairly large deviations in amplitude over a fairly wide range of periods do not significantly affect task performance. However, at a frame time often considered a minimum for immersive VR, frame time variations do produce significant effects on closed loop task performance. The results will be of use to designers of VEs and immersive applications, who often must control frame time variations due to large fluctuations of complexity (graphical and otherwise) in the VE.