Musings on telepresence and virtual presence
Presence: Teleoperators and Virtual Environments - Premier issue
Improving static and dynamic registration in an optical see-through HMD
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A real-time low-latency hardware light-field renderer
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
Fidelity metrics for virtual environment simulations based on spatial memory awareness states
Presence: Teleoperators and Virtual Environments
Localization of a Time-Delayed, Monocular Virtual Object Superimposed on a Real Environment
Presence: Teleoperators and Virtual Environments
The importance of accurate VR head registration on skilled motor performance
GI '06 Proceedings of Graphics Interface 2006
Human visual perception of region warping distortions
ACSC '06 Proceedings of the 29th Australasian Computer Science Conference - Volume 48
The effect of memory schemas on object recognition in virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: Immersive projection technology
Presence: Teleoperators and Virtual Environments
Sensitivity to scene motion for phases of head yaws
Proceedings of the 5th symposium on Applied perception in graphics and visualization
An event architecture for distributed interactive multisensory rendering
ISMAR '06 Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality
The effect of registration error on tracking distant augmented objects
ISMAR '08 Proceedings of the 7th IEEE/ACM International Symposium on Mixed and Augmented Reality
A schema-based selective rendering framework
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
The cognitive impact of head tracking latency in immersive simulations
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Cognitive transfer of spatial awareness states from immersive virtual environments to reality
ACM Transactions on Applied Perception (TAP)
Incorporating JND into the design of mobile device display
UI-HCII'07 Proceedings of the 2nd international conference on Usability and internationalization
Proceedings of the 9th ACM/IEEE International Conference on Information Processing in Sensor Networks
The effect of stereo and context on memory and awareness states in immersive virtual environments
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Perceptually-motivated graphics, visualization and 3D displays
ACM SIGGRAPH 2010 Courses
Quantifying fidelity for virtual environment simulations employing memory schema assumptions
ACM Transactions on Applied Perception (TAP)
Perception in graphics, visualization, virtual environments and animation
SIGGRAPH Asia 2011 Courses
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
A system to measure, control and minimize end-to-end head tracking latency in immersive simulations
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Scene-motion thresholds during head yaw for immersive virtual environments
ACM Transactions on Applied Perception (TAP)
Modeling prehension for physical collaboration in virtual environments
Presence: Teleoperators and Virtual Environments
Towards perceptual fidelity: Slant perception in real and interactive virtual environments
International Journal of Human-Computer Studies
Individual realities: customizing aesthetics in shared immersive virtual environments
Computational Aesthetics'07 Proceedings of the Third Eurographics conference on Computational Aesthetics in Graphics, Visualization and Imaging
Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems
Usability benchmarks for motion tracking systems
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
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System latency (time delay) and its visible consequences are fundamental virtual environment (VE) deficiencies that can hamper user perception and performance. The aim of this research is to quantify the role of VE scene content and resultant relative object motion on perceptual sensitivity to VE latency. Latency detection was examined by presenting observers in a head-tracked, stereoscopic head mounted display with environments having differing levels of complexity ranging from simple geometrical objects to a radiosity-rendered scene of two interconnected rooms. Latency discrimination was compared with results from a previous study in which only simple geometrical objects, without radiosity rendering or a 'real-world' setting, were used. From the results of these two studies, it can be inferred that the Just Noticeable Difference (JND) for latency discrimination by trained observers averages ~15 ms or less, independent of scene complexity and real-world meaning. Such knowledge will help elucidate latency perception mechanisms and, in turn, guide VE designers in the development of latency countermeasures.