3,687 research outputs found

    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

    Is movement better? Comparing sedentary and motion-based game controls for older adults

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    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    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

    DeSyRe: on-Demand System Reliability

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    The DeSyRe project builds on-demand adaptive and reliable Systems-on-Chips (SoCs). As fabrication technology scales down, chips are becoming less reliable, thereby incurring increased power and performance costs for fault tolerance. To make matters worse, power density is becoming a significant limiting factor in SoC design, in general. In the face of such changes in the technological landscape, current solutions for fault tolerance are expected to introduce excessive overheads in future systems. Moreover, attempting to design and manufacture a totally defect and fault-free system, would impact heavily, even prohibitively, the design, manufacturing, and testing costs, as well as the system performance and power consumption. In this context, DeSyRe delivers a new generation of systems that are reliable by design at well-balanced power, performance, and design costs. In our attempt to reduce the overheads of fault-tolerance, only a small fraction of the chip is built to be fault-free. This fault-free part is then employed to manage the remaining fault-prone resources of the SoC. The DeSyRe framework is applied to two medical systems with high safety requirements (measured using the IEC 61508 functional safety standard) and tight power and performance constraints

    Modeling Three-Dimensional Interaction Tasks for Desktop Virtual Reality

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    A virtual environment is an interactive, head-referenced computer display that gives a user the illusion of presence in real or imaginary worlds. Two most significant differences between a virtual environment and a more traditional interactive 3D computer graphics system are the extent of the user's sense of presence and the level of user participation that can be obtained in the virtual environment. Over the years, advances in computer display hardware and software have substantially progressed the realism of computer-generated images, which dramatically enhanced user’s sense of presence in virtual environments. Unfortunately, such progress of user’s interaction with a virtual environment has not been observed. The scope of the thesis lies in the study of human-computer interaction that occurs in a desktop virtual environment. The objective is to develop/verify 3D interaction models that can be used to quantitatively describe users’ performance for 3D pointing, steering and object pursuit tasks and through the analysis of the interaction models and experimental results to gain a better understanding of users’ movements in the virtual environment. The approach applied throughout the thesis is a modeling methodology that is composed of three procedures, including identifying the variables involved for modeling a 3D interaction task, formulating and verifying the interaction model through user studies and statistical analysis, and applying the model to the evaluation of interaction techniques and input devices and gaining an insight into users’ movements in the virtual environment. In the study of 3D pointing tasks, a two-component model is used to break the tasks into a ballistic phase and a correction phase, and comparison is made between the real-world and virtual-world tasks in each phase. The results indicate that temporal differences arise in both phases, but the difference is significantly greater in the correction phase. This finding inspires us to design a methodology with two-component model and Fitts’ law, which decomposes a pointing task into the ballistic and correction phase and decreases the index of the difficulty of the task during the correction phase. The methodology allows for the development and evaluation of interaction techniques for 3D pointing tasks. For 3D steering tasks, the steering law, which was proposed to model 2D steering tasks, is adapted to 3D tasks by introducing three additional variables, i.e., path curvature, orientation and haptic feedback. The new model suggests that a 3D ball-and-tunnel steering movement consists of a series of small and jerky sub-movements that are similar to the ballistic/correction movements observed in the pointing movements. An interaction model is originally proposed and empirically verified for 3D object pursuit tasks, making use of Stevens’ power law. The results indicate that the power law can be used to model all three common interaction tasks, which may serve as a general law for modeling interaction tasks, and also provides a way to quantitatively compare the tasks

    Horizontal and Vertical Handheld Pointing Devices Comparison for Increasing Human Systems Integration at the Design Stage

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    In addition to postural and biomechanical aspects related to usage of handheld pointing devices it is also important to perform usability assessment. The paper reports on an experimental study comparing two computer pointing devices, a standard horizontal PC mouse and a vertical device (for neutral pronation of the forearm), both commercially available. The standardized tasks implemented by software and performed by 20 experienced computer mouse users included pointing, dragging and steering. The usability parameters of effectiveness and efficiency were calculated and the participants subjectively assessed their discomfort, effort and ease of use in relation to each device in each task. Efficiency and effectiveness were higher for the horizontal device. Assessments of discomfort, effort and ease of use across the different tasks also supported the consideration of preference for the horizontal device in detriment of the vertical model. The results suggest that designing hybrid configurations may configure a better compromise
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