The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Reaching for objects in VR displays: lag and frame rate
Abstract
This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the hand-tracking system is critical. The effect of hand lag can be modeled by means of a variation on Fitts' Law with the measured system lag introduced as a multiplicative variable to the Fitts' Law index of difficulty. This means that relatively small lags can cause considerable degradation in performance if the targets are small. Another finding is that errors are higher for movement in and out of the screen, as compared to movements in the plane of the screen, and there is a small (10%) time penalty for movement in the Z direction in all three experiments. Low frame rates cause a degradation in performance; however, this can be attributed to the lag which is caused by low frame rates, particularly if double buffering is used combined with early sampling of the hand-tracking device.
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Citations
Cites
The information capacity of the human motor system in controlling the amplitude of movement.
Fitts, P. M. (1954) · Journal of Experimental Psychology · doi:10.1037/h0055392 · Cited by 6,466
Musings on Telepresence and Virtual Presence
Sheridan, T. B. (1992) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.1992.1.1.120 · Cited by 1,344 · cited 1×
“In order to create the illusion of "virtuality", or "presence" [17] it is important that the screen update rate be fast and there be minimal lag in the position sensing and display systems.”
Background
Cited by
A survey of 3D object selection techniques for virtual environments
Argelaguet, F., & Andujar, C. (2013) · Computers & Graphics · doi:10.1016/j.cag.2012.12.003 · Cited by 521
1 € filter: a simple speed-based low-pass filter for noisy input in interactive systems
Casiez, G., Roussel, N., & Vogel, D. (2012) · Proceedings of the SIGCHI Conference on Human Factors in Computing Systems · doi:10.1145/2207676.2208639 · Cited by 422
Evaluating Display Fidelity and Interaction Fidelity in a Virtual Reality Game
McMahan, R. P., Bowman, D. A., Zielinski, D. J., & Brady, R. B. (2012) · IEEE Transactions on Visualization and Computer Graphics · doi:10.1109/tvcg.2012.43 · Cited by 408
Training for physical tasks in virtual environments: Tai Chi
Chua, P. T., Crivella, R., Daly, B., Hu, N., Schaaf, R., Ventura, D., Camill, T., Hodgins, J., & Pausch, R. (2003) · IEEE Virtual Reality, 2003. Proceedings. · doi:10.1109/vr.2003.1191125 · Cited by 196
Rotating virtual objects with real handles
Ware, C., & Rose, J. (1999) · ACM Transactions on Computer-Human Interaction · doi:10.1145/319091.319102 · Cited by 133
Self-citation
Metadata
- Authors
- Ware, C., & Balakrishnan, R.
- Venue
- ACM Transactions on Computer-Human Interaction
- Published
- 1994-12
- Volume
- 1
- Issue
- 4
- Pages
- 331-356
- ISSN
- 1073-0516 (ISSN-L)
- 1557-7325
- OpenAlex
- W2145946022
- Cited by
- 231
- References
- 2
- FWCI
- 3.74
- Type
- journal article
- Language
- en
- Open access
- closed
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- Ware, C., & Balakrishnan, R. (1994). Reaching for objects in VR displays: lag and frame rate. ACM Transactions on Computer-Human Interaction. https://doi.org/10.1145/198425.198426
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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