No abstract available.
Cited By
- Stauffert J, Korwisi K, Niebling F and Latoschik M Ka-Boom!!! Visually Exploring Latency Measurements for XR Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, (1-9)
- Raghuraman S, Bahirat K and Prabhakaran B A Visual Latency Estimator for 3D Tele-Immersion Proceedings of the 8th ACM on Multimedia Systems Conference, (272-283)
- Nancel M, Vogel D, De Araujo B, Jota R and Casiez G Next-Point Prediction Metrics for Perceived Spatial Errors Proceedings of the 29th Annual Symposium on User Interface Software and Technology, (271-285)
- Casiez G, Conversy S, Falce M, Huot S and Roussel N Looking through the Eye of the Mouse Proceedings of the 28th Annual ACM Symposium on User Interface Software & Technology, (629-636)
- Drioli C and Foresti G (2018). Time-varying delay measurement of video capture-to-display components with application to visual servoing, Image Communication, 39:PA, (84-97), Online publication date: 1-Nov-2015.
- Bérard F and Blanch R Two touch system latency estimators Proceedings of the 2013 ACM international conference on Interactive tabletops and surfaces, (241-250)
- Lugrin J, Wiebusch D, Latoschik M and Strehler A Usability benchmarks for motion tracking systems Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology, (49-58)
- Greuter S and Roberts D Controlling Viewpoint from Markerless Head Tracking in an Immersive Ball Game Using a Commodity Depth Based Camera Proceedings of the 2011 IEEE/ACM 15th International Symposium on Distributed Simulation and Real Time Applications, (64-71)
- Di Luca M (2018). New method to measure end-to-end delay of virtual reality, Presence: Teleoperators and Virtual Environments, 19:6, (569-584), Online publication date: 1-Dec-2010.
- Pavlovych A and Stuerzlinger W The tradeoff between spatial jitter and latency in pointing tasks Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems, (187-196)
- Steed A A simple method for estimating the latency of interactive, real-time graphics simulations Proceedings of the 2008 ACM symposium on Virtual reality software and technology, (123-129)
- Smit F, van Liere R and Fröhlich B An image-warping VR-architecture Proceedings of the 2008 ACM symposium on Virtual reality software and technology, (115-122)
- Edmunds T and Pai D An event architecture for distributed interactive multisensory rendering Proceedings of the 5th IEEE and ACM International Symposium on Mixed and Augmented Reality, (197-202)
- Yanagida Y, Maeda T and Tachi S A Method of Constructing a Telexistence Visual System Using Fixed Screens Proceedings of the IEEE Virtual Reality 2000 Conference
- Jacobs M, Livingston M and State A Managing latency in complex augmented reality systems Proceedings of the 1997 symposium on Interactive 3D graphics, (49-ff.)
- Taylor V, Chen J, Disz T, Papka M and Stevens R (1996). Interactive Virtual Reality in Simulations, IEEE Computational Science & Engineering, 3:4, (46-54), Online publication date: 1-Dec-1996.
- Olano M, Cohen J, Mine M and Bishop G Combatting rendering latency Proceedings of the 1995 symposium on Interactive 3D graphics, (19-ff.)
Recommendations
Wearable head-mounted 3D tactile display application scenarios
MobileHCI '16: Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services AdjunctCurrent generation virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs) usually include no or only a single vibration motor for haptic feedback and do not use it for guidance. In a previous work, we presented HapticHead, a ...
Enhancing Presence in Head-Mounted Display Environments by Visual Body Feedback Using Head-Mounted Cameras
CW '09: Proceedings of the 2009 International Conference on CyberWorldsA fully-articulated visual representation of a user in an immersive virtual environment (IVE) can enhance the user's subjective sense of feeling present in the virtual world. Usually this requires the user to wear a full-body motion capture suit to ...
Natural Perspective Projections for Head-Mounted Displays
The display units integrated in today's head-mounted displays (HMDs) provide only a limited field of view (FOV) to the virtual world. In order to present an undistorted view to the virtual environment (VE), the perspective projection used to render the ...