skip to main content
article
Free Access

Reaching for objects in VR displays: lag and frame rate

Published:01 December 1994Publication History
Skip Abstract Section

Abstract

This article reports the results from three experimental studies of reaching behavior in a head-coupled stereo display system with a hand-tracking subsystem for object selection. It is found that lag in the head-tracking system is relatively unimportant in predicting performance, whereas lag in the hand-tracking system is critical. The effect of hand lag can be modeled by means of a variation on Fitts' Law with the measured system lag introduced as a multiplicative variable to the Fitts' Law index of difficulty. This means that relatively small lags can cause considerable degradation in performance if the targets are small. Another finding is that errors are higher for movement in and out of the screen, as compared to movements in the plane of the screen, and there is a small (10%) time penalty for movement in the Z direction in all three experiments. Low frame rates cause a degradation in performance; however, this can be attributed to the lag which is caused by low frame rates, particularly if double buffering is used combined with early sampling of the hand-tracking device.

References

  1. ADELSTEIN, B. D., JOHNSTON, E., AND ELLIS, S.R. 1992. A testbed for characteristic dynamic response of virtual environment spatial sensors. In Proceedings of UIST'92 (Monterey, Nov.). ACM Press, New York, 15-22. Google ScholarGoogle Scholar
  2. ARTHUR, K., BOOTH, K. S., AND WARE, C. 1993. Evaluating 3D task performance for Fish Tank virtual worlds. ACM Trans. Inf. Syst. 11, 3, 239-265. Google ScholarGoogle Scholar
  3. CARLETON, L. G. 1981. Processing visual feedback for movement control. J. Exp. Psychol. Hum. Percep. Perf. 7, 5, 1019 1030.Google ScholarGoogle Scholar
  4. DEERING, M. 1992. High resolution virtual reality. In Proceedings of SIGGRAPH '92. Comput. Graph. 26, 2, 195 202. Google ScholarGoogle Scholar
  5. FITTS, P. M. 1954. The information capacity of the human motor system in controlling the amplitude of movement. J. Exp. Psychol. 47, 6, 381-381.Google ScholarGoogle Scholar
  6. KEELE, S. W. AND POSNER, M.I. 1968. Processing visual feedback in rapid movements. J. Exp. Psychol. 77, 1, 155-158.Google ScholarGoogle Scholar
  7. LIANG, J., SHAW, C., AND GREEN, M. 1991. On temporal-spatial realism in the virtual reality environment. In Proceedings ofACM UIST '91. ACM, New York, 19-25. Google ScholarGoogle Scholar
  8. MACKENZIE, I.S. 1992. Fitts' Law as a research and design tool in human-computer interaction. Hum. Comput. Interact. 7, 1, 91-139.Google ScholarGoogle Scholar
  9. MACKENZIE, I. S. AND BUXTON, W. 1992. Extending Fitts' Law to two-dimensional tasks. In ACM CHI'92 Conference Proceedings. ACM, New York, 219-226. Google ScholarGoogle Scholar
  10. MACKENZIE, I. S. AND WARE, C. 1993. Lag as a determinant of human performance in interactive systems. In INTERCHI '93 Conference (Amsterdam, May). ACM Press, New York, 488-493. Google ScholarGoogle Scholar
  11. MAYER, D. E., ABRAMS, R. A., KORNBLUM, S., WRIGHT, C. E., AND KEITH SMITH, J. E. 1988. Optimality in human motor performance: Ideal control of rapid aimed movements. Psychol. Rev. 95, 3, 340-370.Google ScholarGoogle Scholar
  12. McKENNA, M. 1992. Interactive viewpoint control and three-dimensional operations. In Proceed~ngs 1992 Symposium on 3D Graphics. Comput. Graph. 26, 1, 53 56. Google ScholarGoogle Scholar
  13. OGLE, K.N. 1964. Binocular Vision. Hafner, New York.Google ScholarGoogle Scholar
  14. PATTERSON, R. AND MARTIIN, W.L. 1992. Human stereopsis. Hum. Factors 34, 6, 669-692.Google ScholarGoogle Scholar
  15. PAUSCH, R., CONWAY, M., DELINE, R., GOSSWEILER, R., AND MIALE, S. 1993. ALICE and DIVER: A software architect for building virtual environments. In INTERCHI '93 Adjunct Proceedings. ACM Press, New York, 13-14. Google ScholarGoogle Scholar
  16. SHERIDAN, T.B. 1992. Musings on telepresence and virtual presence. Presence 1, 1, 120-125. Google ScholarGoogle Scholar
  17. SHERIDAN, T. B. AND FERRELL, W.R. 1963. Remote manipulative control with transmission delay. IEEE Trans. Hum. Factors Elec. 4, 25-29.Google ScholarGoogle Scholar
  18. WELFORD, A.T. 1960. Fundamentals of Skill. Methuen, London.Google ScholarGoogle Scholar
  19. WARE, C. AND JESSOME, D. 1988. Using the Bat: A six dimensional mouse for object placement. IEEE Comput. Graph. Appl. 8, 5, 41-49. Google ScholarGoogle Scholar
  20. WARE, C., ARTHUR, K., AND BOOTH, K.S. 1993. Fish tank virtual reality. In Proceedings of INTERCHI '93 Conference on Human Factors ~n Computing Systems. ACM Press, New York, 37-42. Google ScholarGoogle Scholar
  21. YEH, J. J. AND SILVERSTEIN, L.D. 1990. Limits of fusion and depth judgement in stereoscopic color displays. Hum. Factors 32, 1, 45-60. Google ScholarGoogle Scholar

Index Terms

  1. Reaching for objects in VR displays: lag and frame rate

        Recommendations

        Reviews

        Raphael M. Malyankar

        Ware and Balakrishnan describe a modification of Fitts's law for three-dimensional interaction in a “fish tank” virtual reality system and a set of experiments designed to test the modified version. Fitts's law is extended by including a term to model the effect of lag in system processing of operator input and corrective actions. The experiments are designed to investigate lag, diplopia, and plane of movement effects in three-dimensional placement tasks. The devices used are a Bat device for hand tracking and StereoGraphics CrystalEyes shutter glasses with a Logitech head tracker. The results are generally consistent with the extended model. Diplopia effects were found to be negligible. Frame rate effects were found to be significant for low frame rates. Differences between movements in different planes were also discovered. A number of practical recommendations following from the results are included. The paper is clear and concise. The data and recommendations will be useful for developers of virtual reality (VR) systems. The authors also raise questions about the validity of simplistic extensions of Fitts's l aw to three dimensions. Further research on this track and studies using other interaction devices and VR systems should be interesting to see.

        Access critical reviews of Computing literature here

        Become a reviewer for Computing Reviews.

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        • Published in

          cover image ACM Transactions on Computer-Human Interaction
          ACM Transactions on Computer-Human Interaction  Volume 1, Issue 4
          Dec. 1994
          88 pages
          ISSN:1073-0516
          EISSN:1557-7325
          DOI:10.1145/198425
          Issue’s Table of Contents

          Copyright © 1994 ACM

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 1 December 1994
          Published in tochi Volume 1, Issue 4

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • article

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader