Effects of Latency Jitter on Simulator Sickness in a Search Task

Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
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引用次数: 46

Abstract

Low latency is a fundamental requirement for Virtual Reality (VR) systems to reduce the potential risks of cybersickness and to increase effectiveness, efficiency and user experience. In contrast to the effects of uniform latency degradation, the influence of latency jitter on user experience in VR is not well researched, although today's consumer VR systems are vulnerable in this respect. In this work we report on the impact of latency jitter on cybersickness in HMD-based VR environments. Test subjects are given a search task in Virtual Reality, provoking both head rotation and translation. One group experienced artificially added latency jitter in the tracking data of their head-mounted display. The introduced jitter pattern was a replication of a real-world latency behavior extracted and analyzed from an existing example VR-system. The effects of the introduced latency jitter were measured based on self-reports simulator sickness questionnaire (SSQ) and by taking physiological measurements. We found a significant increase in self-reported simulator sickness. We therefore argue that measure and control of latency based on average values taken at a few time intervals is not enough to assure a required timeliness behavior but that latency jitter needs to be considered when designing experiences for Virtual Reality.
搜索任务中延迟抖动对模拟器疾病的影响
低延迟是虚拟现实(VR)系统的基本要求,以减少晕屏的潜在风险,提高有效性、效率和用户体验。与均匀延迟退化的影响相比,延迟抖动对VR用户体验的影响还没有得到很好的研究,尽管今天的消费者VR系统在这方面很脆弱。在这项工作中,我们报告了基于hmd的VR环境中延迟抖动对晕动病的影响。测试对象在虚拟现实中进行搜索任务,引发头部旋转和翻译。一组人在头戴式显示器的跟踪数据中经历了人为增加的延迟抖动。所引入的抖动模式是对从现有示例vr系统中提取和分析的真实延迟行为的复制。引入延迟抖动的影响是基于自我报告模拟器疾病问卷(SSQ)和生理测量来测量的。我们发现自我报告的模拟器病显著增加。因此,我们认为,基于几个时间间隔的平均值测量和控制延迟不足以确保所需的时效性行为,但在设计虚拟现实体验时需要考虑延迟抖动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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