Latency and User Performance in Virtual Environments and Augmented Reality

S. Ellis
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引用次数: 1

Abstract

System rendering latency has been recognized by senior researchers, such as Professor Fredrick Brooks of UNC (Turing Award 1999), as a major factor limiting the realism and utility of head-referenced display systems. Latency has been shown to reduce the user’s sense of immersion within a virtual environment, to disturb user interaction with virtual objects, and to contribute to motion sickness during some simulation tasks. Latency, however, is not just an issue for external display systems since finite nerve conduction rates and variation in transduction times in the human body’s sensors also pose problems for latency management within the nervous system. Some of the phenomena arising from the brain’s handling of sensory asynchrony due to latency will be discussed as a prelude to consideration of the effects of latency in interactive displays. The causes and consequences of the erroneous movement that appears in displays due to latency will be illustrated with examples of the user performance impact provided by several experiments. These experiments will review the generality of user sensitivity to latency when users judge either object or environment stability. Hardware and signal processing countermeasures will also be discussed. In particular the tuning of a simple extrapolative predictive filter not using a dynamic movement model will be presented. Results show that it is possible to adjust this filter so that the appearance of some latencies may be hidden without the introduction of perceptual artifacts such as overshoot. Several examples of the effects of user performance will be illustrated by three-dimensional tracking and tracing tasks executed in virtual environments. These experiments demonstrate classic phenomena known from work on manual control and show the need for very responsive systems if they are intended to support precise manipulation. The practical benefits of removing interfering latencies from interactive systems will be emphasized with some classic final examples from surgical telerobotics and humancomputer interaction.
虚拟环境和增强现实中的延迟和用户性能
系统渲染延迟已经被资深研究人员认识到,如UNC的弗雷德里克·布鲁克斯教授(1999年图灵奖),作为限制头部参考显示系统的真实感和实用性的主要因素。延迟已被证明会降低用户在虚拟环境中的沉浸感,干扰用户与虚拟对象的交互,并在某些模拟任务中导致晕动病。然而,延迟不仅仅是外部显示系统的问题,因为有限的神经传导率和人体传感器转导时间的变化也给神经系统内的延迟管理带来了问题。我们将讨论由于延迟而引起的大脑对感觉异步的处理所产生的一些现象,作为考虑交互显示中延迟影响的前奏。由于延迟而出现在显示器上的错误移动的原因和后果将通过几个实验提供的用户性能影响的例子来说明。这些实验将回顾用户在判断对象或环境稳定性时对延迟的敏感性。硬件和信号处理对策也将讨论。特别是一个简单的外推预测滤波器的调整不使用动态运动模型将被提出。结果表明,可以调整该滤波器,以便在不引入超调等感知伪影的情况下隐藏某些延迟的外观。将通过在虚拟环境中执行的三维跟踪和跟踪任务来说明用户性能影响的几个例子。这些实验展示了从手动控制工作中已知的经典现象,并表明如果要支持精确操作,则需要非常灵敏的系统。从交互式系统中消除干扰延迟的实际好处将通过外科遥控机器人和人机交互的一些经典的最后例子来强调。
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