7 research outputs found

    A simple method for estimating the latency of interactive, real-time graphics simulations

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    One of the critical determinants of the effectiveness and usability of interactive graphics simulations is the latency with which visual updates can be made based on input from interaction devices. High latency can diminish performance and can lead to simulator sickness. We demonstrate a new method for measuring latency using a standard video camera. The method is simple to configure, sensitive and rapid to use. This is in contrast to previous methods which required specialized equipment, were laborious or could only determine gross changes in latency. We attach a tracker to a pendulum and move a simulated image on the screen using the tracker positions. We video both the pendulum and simulated image together, and fit two sine curves, one to centre of motion of pendulum and one to the centre of motion of the simulated image. From the phase difference between these two sine curves we can determine latency changes significantly less than the frame rate of the camera. We demonstrate the method by comparing the latency of a two different systems for a CAVE™-like display

    Measuring Digital System Latency from Sensing to Actuation at Continuous 1 Millisecond Resolution

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    This thesis describes a new method for measuring the end-to-end latency between sensing and actuation in a digital computing system. Compared to previous work, which generally measures the latency at 16-33 ms intervals or at discrete events separated by hundreds of ms, our new method measures the latency continuously at 1 millisecond resolution. This allows for the observation of variations in latency over sub 1 s periods, instead of relying upon averages of measurements. We have applied our method to two systems, the ?rst using a camera for sensing and an LCD monitor for actuation, and the second using an orientation sensor for sensing and a motor for actuation. Our results show two interesting ?ndings. First, a cyclical variation in latency can be seen based upon the relative rates of the sensor and actuator clocks and bu?er times; for the components we tested the variation was in the range of 15-50 Hz with a magnitude of 10-20 ms. Second, orientation sensor error can look like a variation in latency; for the sensor we tested the variation was in the range of 0.5-1.0 Hz with a magnitude of 20-100 ms. Both of these ?ndings have implications for robotics and virtual reality systems. In particular, it is possible that the variation in apparent latency caused by orientation sensor error may have some relation to \u27simulator sickness\u27

    Misperception of rigidity from actively generated optic flow

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    It is conventionally assumed that the goal of the visual system is to derive a perceptual representation that is a veridical reconstruction of the external world: a reconstruction that leads to optimal accuracy and precision of metric estimates, given sensory information. For example, 3-D structure is thought to be veridically recovered from optic flow signals in combination with egocentric motion information and assumptions of the stationarity and rigidity of the external world. This theory predicts veridical perceptual judgments under conditions that mimic natural viewing, while ascribing nonoptimality under laboratory conditions to unreliable or insufficient sensory information\u2014for example, the lack of natural and measurable observer motion. In two experiments, we contrasted this optimal theory with a heuristic theory that predicts the derivation of perceived 3-D structure based on the velocity gradients of the retinal flow field without the use of egomotion signals or a rigidity prior. Observers viewed optic flow patterns generated by their own motions relative to two surfaces and later viewed the same patterns while stationary. When the surfaces were part of a rigid structure, static observers systematically perceived a nonrigid structure, consistent with the predictions of both an optimal and a heuristic model. Contrary to the optimal model, moving observers also perceived nonrigid structures in situations where retinal and extraretinal signals, combined with a rigidity assumption, should have yielded a veridical rigid estimate. The perceptual biases were, however, consistent with a heuristic model which is only based on an analysis of the optic flow

    Characterizing Latency in Touch and Button-Equipped Interactive Systems

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    International audienceWe present a low cost method to measure and characterize the end-to-end latency when using a touch system (tap la-tency) or an input device equipped with a physical button. Our method relies on a vibration sensor attached to a finger and a photo-diode to detect the screen response. Both are connected to a micro-controller connected to a host computer using a low-latency USB communication protocol in order to combine software and hardware probes to help determine where the latency comes from. We present the operating principle of our method before investigating the main sources of latency in several systems. We show that most of the latency originates from the display side. Our method can help application designers characterize and troubleshoot latency on a wide range of interactive systems

    Two Touch System Latency Estimators: High Accuracy and Low Overhead

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    International audienceThe end-to-end latency of interactive systems is well known to degrade user's performance. Touch systems exhibit notable amount of latencies, but it is seldom characterized, probably because latency estimation is a difficult and time consuming undertaking. In this paper, we introduce two novel approaches to estimate the latency of touch systems. Both approaches require an operator to slide a finger on the touch surface, and provide automatic processing of the recorded data. The High Accuracy (HA) approach requires an external camera and careful calibration, but provides a large sample set of accurate latency estimations. The Low Overhead (LO) approach, while not offering as much accuracy as the HA approach, does not require any additional equipment and is implemented in a few lines of code. In a set of experiments, we show that the HA approach can generate a highly detailed picture of the latency distribution of the system, and that the LO approach provides average latency estimates no further than 4~ms from the HA estimate

    Dynamic Shared State Maintenance In Distributed Virtual Environments

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    Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception). An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability

    System Lag Tests for Augmented and Virtual Environments

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    We describe a simple technique for accurately calibrating the temporal lag in augmented and virtual environments within the Enhanced Virtual Hand Lab (EVHL), a collection of hardware and software to support research on goal-directed human hand motion. Lag is the sum of various delays in the data pipeline associated with sensing, processing, and displaying information from the physical world to produce an augmented or virtual world. Our main calibration technique uses a modified phonograph turntable to provide easily tracked periodic motion, reminiscent of the pendulum-based calibration technique of Liang, Shaw and Green. Measurements show a three-frame (50 ms) lag for the EVHL. A second technique, which uses a specialized analog sensor that is part of the EVHL, provides a "closed loop" calibration capable of sub-frame accuracy. Knowing the lag to sub-frame accuracy enables a predictive tracking scheme to compensate for the end-toend lag in the data pipeline. We describe both techniques and the EVHL environment in which they are used
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