A frequency-domain analysis of head-motion prediction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Coping with inconsistency due to network delays in collaborative virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
An experimental study on the role of touch in shared virtual environments
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction and collaborative virtual environments
An end-to-end communication architecture for collaborative virtual environments
Computer Networks: The International Journal of Computer and Telecommunications Networking
Co-Constructing Non-Mutual Realities: Delay-Generated Trouble in Distributed Interaction
Computer Supported Cooperative Work
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
Collaboration in tele-immersive environments
EGVE '02 Proceedings of the workshop on Virtual environments 2002
ACM Transactions on Computer-Human Interaction (TOCHI)
Presence: Teleoperators and Virtual Environments
Levels of control during a collaborative carrying task
Presence: Teleoperators and Virtual Environments
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Performance and Co-Presence in Heterogeneous Haptic Collaboration
HAPTICS '03 Proceedings of the 11th Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems (HAPTICS'03)
Effects of Network Characteristics on Human Performance in a Collaborative Virtual Environment
VR '99 Proceedings of the IEEE Virtual Reality
VRAIS '97 Proceedings of the 1997 Virtual Reality Annual International Symposium (VRAIS '97)
A Local Perception Filter for Distributed Virtual Environments
VRAIS '98 Proceedings of the Virtual Reality Annual International Symposium
Presence in Shared Virtual Environments and Virtual Togetherness
Presence: Teleoperators and Virtual Environments
Modeling the effects of delayed haptic and visual feedback in a collaborative virtual environment
ACM Transactions on Computer-Human Interaction (TOCHI)
A guided tour in haptic audio visual environments and applications
International Journal of Advanced Media and Communication
International Journal of Human-Computer Studies
Evaluating ALPHAN with Multi-user Collaboration
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
A collaborative virtual haptic environment for surgical training and tele-mentoring
International Journal of Robotics and Automation
Data transmission for haptic collaboration in virtual environments
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Managing workload in human-robot interaction: A review of empirical studies
Computers in Human Behavior
Networked Graphics: Building Networked Games and Virtual Environments
Networked Graphics: Building Networked Games and Virtual Environments
Presence: Teleoperators and Virtual Environments
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The incorporation of haptic interfaces into collaborative virtual environments is challenging when the users are geographically distributed. Reduction of latency is essential for maintaining realism, causality and the sense of co-presence in collaborative virtual environments during closely-coupled haptic tasks. In this study we consider the effects of varying amounts of simulated constant delay on the performance of a simple collaborative haptic task. The task was performed with haptic feedback alone or with visual feedback alone. Subjects were required to make a coordinated movement of their haptic displays as rapidly as possible, while maintaining a target simulated spring force between their end effector and that of their collaborator. Increasing simulated delay resulted in a decrease in performance, either in deviation from target spring force and in increased time to complete the task. At large latencies, there was evidence of dissociation between the states of the system that was observed by each of the collaborating users. This confirms earlier anecdotal evidence that users can be essentially seeing qualitatively different simulations with typical long distance network delays.