From: Martine Wedlake <martine@informix.com>
Subject: HUMAN-FACTORS: Pyschological Effects of latents in VE's
Date: Thu, 10 Apr 1997 10:25:36 -0700
Message-ID: <334D2290.2EB3@informix.com>
Organization: INFORMIX Software, Inc.


My formal background is a mixture of hardware and software, but precious
little human factors (and psychology).

I'm interested in getting some pointers regarding the psychological
effects of latency in virtual world representations.  As I understand
it, simulator sickness results (at least partly) from the display lag
between when a user moves his/her head to when the updated image is
displayed.

However, in distributed VR another form of lag is caused by the delay of
the virtual object's update reaching the user's host machine.  This has
the visual effect of "freeze framing" specific objects within the
virtual environment, but does not affect the display lag.

I'm looking for studies that show the psychological effects of lags
induced within the environment as would be expected in a distributed VR
system?  The studies I've read indicate that the virtual environment
becomes unusable if the display lag grows over about 60-80ms; is there
an analagous statement that can be made for virtual environment lag?

One other question: while the literature I've seen indicates that raw
refresh rate is important for improving the user's tracking ability, it
seems to me that it really ought to be related to the radial error not
display lag.  Regardless of how fast the subject moves his/her head, the
display lag should be short enough to ensure that the radial delay is
kept within x degrees.  Have you seen studies that define what this
radial error should be kept to?  A SWAG would be about 10 degrees.  Is
this a fair characterisation?

Thank you very much for your time!

-- 

Later,
  Martine

Martine Wedlake <martine@informix.com>
