Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.

Jason Jerald, Mary Whitton
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引用次数: 49

Abstract

As users of head-tracked head-mounted display systems move their heads, latency causes unnatural scene motion. We 1) analyzed scene motion due to latency and head motion, 2) developed a mathematical model relating latency, head motion, scene motion, and perception thresholds, 3) developed procedures to determine perceptual thresholds of scene-velocity and latency without the need for a head-mounted display or a low-latency system, and 4), for six subjects under a specific set of conditions, we measured scene-velocity and latency thresholds, and compared the relationship between these thresholds. Resulting PSEs and JNDs of latency thresholds are in the same range of Ellis and Adelstein. The results are a step toward enabling scientists and engineers to determine latency requirements before building immersive virtual environments using head-mounted display systems.

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将场景运动阈值与头戴式显示器的延迟阈值相关联。
当头戴式显示系统的用户移动他们的头部时,延迟会导致不自然的场景运动。我们1)分析了由延迟和头部运动引起的场景运动,2)建立了一个关于延迟、头部运动、场景运动和感知阈值的数学模型,3)开发了确定场景速度和延迟的感知阈值的程序,而不需要头戴式显示器或低延迟系统,4)在特定条件下,我们测量了6个受试者的场景速度和延迟阈值,并比较了这些阈值之间的关系。得到的延迟阈值的pse和JNDs在Ellis和Adelstein的相同范围内。这一结果使科学家和工程师能够在使用头戴式显示系统构建沉浸式虚拟环境之前确定延迟需求。
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An Evaluation of Navigational Ability Comparing Redirected Free Exploration with Distractors to Walking-in-Place and Joystick Locomotion Interfaces. Conformal Visualization for Partially-Immersive Platforms. Improved Redirection with Distractors: A Large-Scale-Real-Walking Locomotion Interface and its Effect on Navigation in Virtual Environments. GUD WIP: Gait-Understanding-Driven Walking-In-Place. Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.
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