The sources of lag (the delay between input action and output response) and its effects on human performance are discussed. We measured the effects in a study of target acquisition using the classic Fitts\u27 law paradigm with the addition of four lag conditions. At the highest lag tested (225 ms), movement times and error rates increased by 64% and 214% respectively, compared to the zero lag condition. We propose a model according to which lag should have a multiplicative effect on Fitts\u27 index of difficulty. The model accounts for 94% of the variance and is better than alternative models which propose only an additive effect for lag. The implications for the design of virtual reality systems are discussed
Head-mounted display (HMD)-based virtual reality (VR) is ideally suited for presence and generating ...
This paper presents a study investigating how the performance of motion-impaired computer users in p...
This paper presents a study investigating how the performance of motion-impaired computer users in “...
The sources of lag (the delay between input action and output response) and its effects on human per...
In previous reports we measured and analyzed the Misalignment Effect Function, a function describing...
Many modern games and game systems allow for networked remote participation. In such networks latenc...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This article reports the results from three experimental studies of reaching behavior in a head-coup...
The effects of operator learning and target velocity on head tracking performance with and without l...
An immersive virtual reality system can be used to simulate manufacturing facilities for training pu...
All virtual reality (VR) systems have some inherent hand-controller latency even when operated local...
In two experiments, we used response signals (RSs) to control processing time and trace out speed ac...
Virtual Reality is a completely immersive computer generated environment which allows for user inter...
Traditionally, private communication channels with stable characteristics have been used in teleoper...
Head-mounted display (HMD)-based virtual reality (VR) is ideally suited for presence and generating ...
This paper presents a study investigating how the performance of motion-impaired computer users in p...
This paper presents a study investigating how the performance of motion-impaired computer users in “...
The sources of lag (the delay between input action and output response) and its effects on human per...
In previous reports we measured and analyzed the Misalignment Effect Function, a function describing...
Many modern games and game systems allow for networked remote participation. In such networks latenc...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This article reports the results from three experimental studies of reaching behavior in a head-coup...
The effects of operator learning and target velocity on head tracking performance with and without l...
An immersive virtual reality system can be used to simulate manufacturing facilities for training pu...
All virtual reality (VR) systems have some inherent hand-controller latency even when operated local...
In two experiments, we used response signals (RSs) to control processing time and trace out speed ac...
Virtual Reality is a completely immersive computer generated environment which allows for user inter...
Traditionally, private communication channels with stable characteristics have been used in teleoper...
Head-mounted display (HMD)-based virtual reality (VR) is ideally suited for presence and generating ...
This paper presents a study investigating how the performance of motion-impaired computer users in p...
This paper presents a study investigating how the performance of motion-impaired computer users in “...