Proceedings of the 2019 ACM International Conference on Interactive Surfaces and Spaces 2019
DOI: 10.1145/3343055.3359710
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Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities

Abstract: The feeling of presence of virtual entities is an important objective in virtual reality, teleconferencing, augmented reality, exposure therapy and video games. Presence creates emotional involvement and supports intuitive and efficient interactions. As a feeling, presence is mostly measured via subjective questionnaire , but its validity is disputed. We introduce a new method to measure the contribution of several technical parameters toward presence. Its robustness stems from asking participant to rank contr… Show more

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Cited by 33 publications
(12 citation statements)
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“…As a result, it is highly important to optimise the application so that the frame rate per second is as stable and as high as possible. Specifically, it is advisable to have a frame rate above 30 frames per second to avoid discomfort, nausea, or dizziness (Louis et al, 2019). These issues are not as crucial as in VR devices, but it is recommended to maintain these precautions for an optimal user experience when using MR applications.…”
Section: Discussionmentioning
confidence: 99%
“…As a result, it is highly important to optimise the application so that the frame rate per second is as stable and as high as possible. Specifically, it is advisable to have a frame rate above 30 frames per second to avoid discomfort, nausea, or dizziness (Louis et al, 2019). These issues are not as crucial as in VR devices, but it is recommended to maintain these precautions for an optimal user experience when using MR applications.…”
Section: Discussionmentioning
confidence: 99%
“…To improve the quality and immersiveness of telepresence interactions, gaze tracking is needed to drive the avatar [20]. As social cues, it is important to achieve a high sample rate and low latency for the animated avatar to seem responsive [35,37]. In addition, low power consumption is needed as the networking requirements of a video call already consume significant amounts of power.…”
Section: Human Perceptionmentioning
confidence: 99%
“…Jitter for Meta 2 and Hololens is 1.7 mm and 0.2 mm at rest, respectively. A jitter of 1.7 mm has been identified as the upper limit for HMDs 18 . The same data are not available for HMPs proposed in the literature, although latency and jitter are recognized as critical aspects in the use of such devices.…”
Section: Introductionmentioning
confidence: 99%