Comparing the End to End Latency of an Immersive Collaborative Environment and a Video Conference

D. Roberts, Toby Duckworth, C. Moore, R. Wolff, John O'Hare
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引用次数: 27

Abstract

Latency in a communication system can result in confusing a conversation through loss of causality as people exchange verbal and non-verbal nuances. This paper compares true end-to-end latencies across an immersive virtual environment and a video conference link using the same approach to measure both. Our approach is to measure end-to-end latency through filming the movements of a participant and their remote representation through synchronised cameras. We also compare contemporary and traditional immersive display and capture devices, whilst also measuring event latency taken from log files. We compare an immersive collaborative virtual environment to a video conference as both attempt to reproduce different aspects of the face-to- face meeting, the former favouring appearance and the latter attention. Results inform not only the designers of both approaches but also set the requirements for future developments for 3D video which has the potential to faithfully reproduce both appearance and attention.
沉浸式协作环境和视频会议的端到端延迟比较
当人们交换语言和非语言的细微差别时,通信系统中的延迟可能会由于失去因果关系而导致对话混乱。本文比较了沉浸式虚拟环境和视频会议链路的真正端到端延迟,使用相同的方法来测量两者。我们的方法是通过同步摄像机拍摄参与者的动作和他们的远程表现来测量端到端延迟。我们还比较了现代和传统的沉浸式显示和捕获设备,同时也测量了从日志文件中获取的事件延迟。我们将沉浸式协作虚拟环境与视频会议进行比较,因为两者都试图再现面对面会议的不同方面,前者偏爱外观,后者偏爱注意力。研究结果不仅为这两种方法的设计者提供了信息,还为3D视频的未来发展设定了要求,因为3D视频有可能忠实地再现外观和注意力。
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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