An immersive virtual reality system can be used to simulate manufacturing facilities for training purposes. However, time lags can limit the realism of such a simulation. These lags occur when an immersive virtual reality system responds to head and hand movements. Time lags have been shown to degrade the performance of a hand manipulation virtual training task. Lag compensation is, therefore, desirable. This paper highlights the lag problem with virtual training applications and explores potential benefits of an existing lag compensation technique. This lag compensation technique used image deflection and prediction algorithms that were originally developed for virtual reality flight simulation applications
This paper investigates the benefits of manipulating simulated time in virtual environments. Above r...
The ability of helmet mounted display (HMD) systems to increase effectiveness in operational aircraf...
International audienceOne of the key problems in Augmented Reality systems, is the synchronization o...
Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for ex...
Summarization: System latency (time delay) and its visible consequences are fundamental Virtual Envi...
Images on head-coupled systems are delayed by latencies in measuring head position and generating co...
The sources of lag (the delay between input action and output response) and its effects on human per...
Virtual environments (VE) provide powerful tools for training and visualization, such as in design w...
The main point of the work was to use virtual reality to discover its benefits on training, specific...
This article reports the results from three experimental studies of reaching behavior in a head-coup...
Overall latency is the elapsed time from input of human motion to the immediate response of the inp...
The use of virtual reality has been demonstrated to be very useful in the visualization of science a...
All virtual reality (VR) systems have some inherent hand-controller latency even when operated local...
Overall latency remains an impediment to perceived image stability and consequently to human perform...
The sources of lag (the delay between input action and output response) and its effects on human per...
This paper investigates the benefits of manipulating simulated time in virtual environments. Above r...
The ability of helmet mounted display (HMD) systems to increase effectiveness in operational aircraf...
International audienceOne of the key problems in Augmented Reality systems, is the synchronization o...
Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for ex...
Summarization: System latency (time delay) and its visible consequences are fundamental Virtual Envi...
Images on head-coupled systems are delayed by latencies in measuring head position and generating co...
The sources of lag (the delay between input action and output response) and its effects on human per...
Virtual environments (VE) provide powerful tools for training and visualization, such as in design w...
The main point of the work was to use virtual reality to discover its benefits on training, specific...
This article reports the results from three experimental studies of reaching behavior in a head-coup...
Overall latency is the elapsed time from input of human motion to the immediate response of the inp...
The use of virtual reality has been demonstrated to be very useful in the visualization of science a...
All virtual reality (VR) systems have some inherent hand-controller latency even when operated local...
Overall latency remains an impediment to perceived image stability and consequently to human perform...
The sources of lag (the delay between input action and output response) and its effects on human per...
This paper investigates the benefits of manipulating simulated time in virtual environments. Above r...
The ability of helmet mounted display (HMD) systems to increase effectiveness in operational aircraf...
International audienceOne of the key problems in Augmented Reality systems, is the synchronization o...