2014
DOI: 10.1002/jsid.243
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The effects of latency and motion blur on touch screen user experience

Abstract: -Touch interfaces are designed to be metaphors for physically manipulating virtual objects. However, this direct manipulation illusion is broken by the nonidealities of the device. We decouple and show the impact of touch-to-display latency and motion blur on the user experience of a touch system. Using a custom device, we achieve latencies down to~1 ms, with frame rates up to 1000 Hz. Motion blur is reduced independently of frame rate using synchronized display modulation. Optimizing these metrics yields a dr… Show more

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Cited by 8 publications
(4 citation statements)
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“…Real-time systems often suffer from latency [20,28,29,36,49]. While hardware-based latencies [5,33,34] are difficult to realize and cannot predict future movements, software-based algorithms are being used to improve the interaction with real devices and to increase input performance [15,16,33]. Considering VR, delays can cause forms of sickness [3,9,25,26,32] and the prediction of body movements is being used to overcome such delays [39,50].…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Real-time systems often suffer from latency [20,28,29,36,49]. While hardware-based latencies [5,33,34] are difficult to realize and cannot predict future movements, software-based algorithms are being used to improve the interaction with real devices and to increase input performance [15,16,33]. Considering VR, delays can cause forms of sickness [3,9,25,26,32] and the prediction of body movements is being used to overcome such delays [39,50].…”
Section: Discussionmentioning
confidence: 99%
“…As even very low latencies are noticeable and negatively affect the performance, different approaches to compensate latency were proposed. They can be categorized into hardware-based [5,33,34] and software-based [15,16,33] ones. While hardware-based approaches heavily depend on the technology, software-based approaches can be readily deployed into off-the-shelf applications and adapt to delays caused by the hardware [27].…”
Section: Latency and Software-based Predictionsmentioning
confidence: 99%
“…In terms of the technology, mobile devices are not as powerful as the standard desktop computer used in most research paradigms. The limitations of these devices are well-established (Ng and Dietz, 2014; Ritter et al, 2015; Arsintescu et al, 2017; Begel et al, 2017), and of particular concern is (1) the variability in producing stimuli when requested and (2) the latency of registering touchscreen input. Here, we measured the standard deviation of the IOI to be 14 ms for auditory stimuli and 13 ms for visual stimuli.…”
Section: Discussionmentioning
confidence: 99%
“…Aside from the uncontrolled environment where participants reside, multiple sources of variability may stem from the technology itself, such as different interfaces (e.g., phone, tablet, computer), different operating systems, and different software used to collect data. At a more fundamental level, mobile consumer devices are not necessarily designed to simultaneously produce stimuli and acquire performance data with the precise timing required by typical research projects (Ng and Dietz, 2014; Ritter et al, 2015; Arsintescu et al, 2017; Begel et al, 2017).…”
Section: Introductionmentioning
confidence: 99%