1,077 research outputs found

    Evaluating 3D pointing techniques

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    "This dissertation investigates various issues related to the empirical evaluation of 3D pointing interfaces. In this context, the term ""3D pointing"" is appropriated from analogous 2D pointing literature to refer to 3D point selection tasks, i.e., specifying a target in three-dimensional space. Such pointing interfaces are required for interaction with virtual 3D environments, e.g., in computer games and virtual reality. Researchers have developed and empirically evaluated many such techniques. Yet, several technical issues and human factors complicate evaluation. Moreover, results tend not to be directly comparable between experiments, as these experiments usually use different methodologies and measures. Based on well-established methods for comparing 2D pointing interfaces this dissertation investigates different aspects of 3D pointing. The main objective of this work is to establish methods for the direct and fair comparisons between 2D and 3D pointing interfaces. This dissertation proposes and then validates an experimental paradigm for evaluating 3D interaction techniques that rely on pointing. It also investigates some technical considerations such as latency and device noise. Results show that the mouse outperforms (between 10% and 60%) other 3D input techniques in all tested conditions. Moreover, a monoscopic cursor tends to perform better than a stereo cursor when using stereo display, by as much as 30% for deep targets. Results suggest that common 3D pointing techniques are best modelled by first projecting target parameters (i.e., distance and size) to the screen plane.

    The Effects of Low Latency on Pointing and Steering Tasks

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    Latency is detrimental to interactive systems, especially pseudo-physical systems that emulate real-world behaviour. It prevents users from making quick corrections to their movement, and causes their experience to deviate from their expectations. Latency is a result of the processing and transport delays inherent in current computer systems. As such, while a number of studies have hypothesized that any latency will have a degrading effect, few have been able to test this for latencies less than ~50 ms. In this study we investigate the effects of latency on pointing and steering tasks. We design an apparatus with a latency lower than typical interactive systems, using it to perform interaction tasks based on Fitts’s law and the Steering law. We find evidence that latency begins to affect performance at ~16 ms, and that the effect is non-linear. Further, we find latency does not affect the various components of an aiming motion equally. We propose a three stage characterisation of pointing movements with each stage affected independently by latency. We suggest that understanding how users execute movement is essential for studying latency at low levels, as high level metrics such as total movement time may be misleading

    An Arm-Mounted Accelerometer and Gyro-Based 3D Control System

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    This thesis examines the performance of a wearable accelerometer/gyroscope-based system for capturing arm motions in 3D. Two experiments conforming to ISO 9241-9 specifications for non-keyboard input devices were performed. The first, modeled after the Fitts' law paradigm described in ISO 9241-9, utilized the wearable system to control a telemanipulator compared with joystick control and the user's arm. The throughputs were 5.54 bits/s, 0.74 bits/s and 0.80 bits/s, respectively. The second experiment utilized the wearable system to control a cursor in a 3D fish-tank virtual reality setup. The participants performed a 3D Fitts' law task with three selection methods: button clicks, dwell, and a twist gesture. Error rates were 6.82 %, 0.00% and 3.59 % respectively. Throughput ranged from 0.8 to 1.0 bits/s. The thesis includes detailed analyses on lag and other issues that present user interface challenges for systems that employ human-mounted sensor inputs to control a telemanipulator apparatus

    Characterizing the Effects of Local Latency on Aim Performance in First Person Shooters

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    Real-time games such as first-person shooters (FPS) are sensitive to even small amounts of lag. The effects of network latency have been studied, but less is known about local latency -- that is, the lag caused by local sources such as input devices, displays, and the application. While local latency is important to gamers, we do not know how it affects aiming performance and whether we can reduce its negative effects. To explore these issues, we tested local latency in a variety of real-world gaming systems and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying degrees of local latency. In addition, we tested the ability of a lag compensation technique (based on aim assistance) to mitigate the negative effects. To motivate the need for these studies, we also examined how aim in FPS differs from pointing in standard 2D tasks, showing significant differences in performance metrics. Our studies found local latencies in the real-world range from 23 to 243~ms that cause significant and substantial degradation in performance (even for latencies as low as 41~ms). The studies also showed that our compensation technique worked well, reducing the problems caused by lag in the case of targeting, and removing the problem altogether in the case of tracking. Our work shows that local latency is a real and substantial problem -- but game developers can mitigate the problem with appropriate compensation methods

    In-Air Un-Instrumented Pointing Performance

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    I present an analysis of in-air un-instrumented pointing and selection. I look at the performance of these systems and how this performance can be improved, with the eventual goal that their throughput reaches that of the mouse. Many potential limiting factors were explored, such as latency, selection reliability, and elbow stabilization. I found that the un-instrumented in-air pointing as currently implemented performed significantly worse, at less than 75% of mouse throughput. Yet, my research shows that this value can potentially reach mouse-like levels with lower system latencies, user training, and potentially improved finger tracking. Even without these improvements, the large range of applications for un-instrumented 3D hand tracking makes this technology still an attractive option for user interfaces

    Low Latency Rendering with Dataflow Architectures

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    The research presented in this thesis concerns latency in VR and synthetic environments. Latency is the end-to-end delay experienced by the user of an interactive computer system, between their physical actions and the perceived response to these actions. Latency is a product of the various processing, transport and buffering delays present in any current computer system. For many computer mediated applications, latency can be distracting, but it is not critical to the utility of the application. Synthetic environments on the other hand attempt to facilitate direct interaction with a digitised world. Direct interaction here implies the formation of a sensorimotor loop between the user and the digitised world - that is, the user makes predictions about how their actions affect the world, and see these predictions realised. By facilitating the formation of the this loop, the synthetic environment allows users to directly sense the digitised world, rather than the interface, and induce perceptions, such as that of the digital world existing as a distinct physical place. This has many applications for knowledge transfer and efficient interaction through the use of enhanced communication cues. The complication is, the formation of the sensorimotor loop that underpins this is highly dependent on the fidelity of the virtual stimuli, including latency. The main research questions we ask are how can the characteristics of dataflow computing be leveraged to improve the temporal fidelity of the visual stimuli, and what implications does this have on other aspects of the fidelity. Secondarily, we ask what effects latency itself has on user interaction. We test the effects of latency on physical interaction at levels previously hypothesized but unexplored. We also test for a previously unconsidered effect of latency on higher level cognitive functions. To do this, we create prototype image generators for interactive systems and virtual reality, using dataflow computing platforms. We integrate these into real interactive systems to gain practical experience of how the real perceptible benefits of alternative rendering approaches, but also what implications are when they are subject to the constraints of real systems. We quantify the differences of our systems compared with traditional systems using latency and objective image fidelity measures. We use our novel systems to perform user studies into the effects of latency. Our high performance apparatuses allow experimentation at latencies lower than previously tested in comparable studies. The low latency apparatuses are designed to minimise what is currently the largest delay in traditional rendering pipelines and we find that the approach is successful in this respect. Our 3D low latency apparatus achieves lower latencies and higher fidelities than traditional systems. The conditions under which it can do this are highly constrained however. We do not foresee dataflow computing shouldering the bulk of the rendering workload in the future but rather facilitating the augmentation of the traditional pipeline with a very high speed local loop. This may be an image distortion stage or otherwise. Our latency experiments revealed that many predictions about the effects of low latency should be re-evaluated and experimenting in this range requires great care

    Modeling and Reducing Spatial Jitter caused by Asynchronous Input and Output Rates

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    International audienceJitter in interactive systems occurs when visual feedback is perceived as unstable or trembling even though the input signal is smooth or stationary. It can have multiple causes such as sensing noise, or feedback calculations introducing or exacerbating sensing imprecisions. Jitter can however occur even when each individual component of the pipeline works perfectly, as a result of the differences between the input frequency and the display refresh rate. This asynchronicity can introduce rapidly-shifting latencies between the rendered feedbacks and their display on screen, which can result in trembling cursors or viewports. This paper contributes a better understanding of this particular type of jitter. We first detail the problem from a mathematical standpoint, from which we develop a predictive model of jitter amplitude as a function of input and output frequencies, and a new metric to measure this spatial jitter. Using touch input data gathered in a study, we developed a simulator to validate this model and to assess the effects of different techniques and settings with any output frequency. The most promising approach, when the time of the next display refresh is known, is to estimate (via interpolation or extrapolation) the user’s position at a fixed time interval before that refresh. When input events occur at 125 Hz, as is common in touch screens, we show that an interval of 4 to 6 ms works well for a wide range of display refresh rates. This method effectively cancels most of the jitter introduced by input/output asynchronicity, while introducing minimal imprecision or latency

    Construction and Evaluation of an Ultra Low Latency Frameless Renderer for VR.

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    © 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be detrimental to virtual reality. Latency is typically considered to be a discrete value characterising a delay, constant in time and space-but this characterisation is incomplete. Latency changes across the display during scan-out, and how it does so is dependent on the rendering approach used. In this study, we present an ultra-low latency real-time ray-casting renderer for virtual reality, implemented on an FPGA. Our renderer has a latency of 1 ms from tracker to pixel. Its frameless nature means that the region of the display with the lowest latency immediately follows the scan-beam. This is in contrast to frame-based systems such as those using typical GPUs, for which the latency increases as scan-out proceeds. Using a series of high and low speed videos of our system in use, we confirm its latency of 1 ms. We examine how the renderer performs when driving a traditional sequential scan-out display on a readily available HMO, the Oculus Rift OK2. We contrast this with an equivalent apparatus built using a GPU. Using captured human head motion and a set of image quality measures, we assess the ability of these systems to faithfully recreate the stimuli of an ideal virtual reality system-one with a zero latency tracker, renderer and display running at 1 kHz. Finally, we examine the results of these quality measures, and how each rendering approach is affected by velocity of movement and display persistence. We find that our system, with a lower average latency, can more faithfully draw what the ideal virtual reality system would. Further, we find that with low display persistence, the sensitivity to velocity of both systems is lowered, but that it is much lower for ours
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