{"title":"将场景运动阈值与头戴式显示器的延迟阈值相关联。","authors":"Jason Jerald, Mary Whitton","doi":"10.1109/VR.2009.4811025","DOIUrl":null,"url":null,"abstract":"<p><p>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.</p>","PeriodicalId":89616,"journal":{"name":"Proceedings. IEEE Virtual Reality Conference","volume":" ","pages":"211-218"},"PeriodicalIF":0.0000,"publicationDate":"2009-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1109/VR.2009.4811025","citationCount":"49","resultStr":"{\"title\":\"Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.\",\"authors\":\"Jason Jerald, Mary Whitton\",\"doi\":\"10.1109/VR.2009.4811025\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><p>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.</p>\",\"PeriodicalId\":89616,\"journal\":{\"name\":\"Proceedings. IEEE Virtual Reality Conference\",\"volume\":\" \",\"pages\":\"211-218\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2009-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1109/VR.2009.4811025\",\"citationCount\":\"49\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings. IEEE Virtual Reality Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VR.2009.4811025\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings. IEEE Virtual Reality Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2009.4811025","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Relating Scene-Motion Thresholds to Latency Thresholds for Head-Mounted Displays.
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.