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IEEE Virtual Reality Conference 2003 (VR 2003)
Effect of Latency on Presence in Stressful Virtual Environments
Los Angeles, CA
March 22-March 26
ISBN: 0-7695-1882-6
Michael Meehan, Stanford University
Sharif Razzaque, UNC-Chapel Hill
Mary C. Whitton, UNC-Chapel Hill
Frederick P. Brooks, Jr., UNC-Chapel Hill
Previous research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports on an experiment investigating the effect of latency on other metrics of VE effectiveness: physiological response, simulator sickness, and self-reported sense of presence. The VE used in the study includes two rooms: the first is normal and non-threatening; the second is designed to evoke a fear/stress response. Participants were assigned to either a low latency (~50 ms) or high latency (~90 ms) group. Participants in the low latency condition had a higher self-reported sense of presence and a statistically higher change in heart rate between the two rooms than did those in the high latency condition. There were no significant relationships between latency and simulator sickness
Index Terms:
virtual environments, latency, frame rate, presence, simulator sickness, physiological measures.
Citation:
Michael Meehan, Sharif Razzaque, Mary C. Whitton, Frederick P. Brooks, Jr., "Effect of Latency on Presence in Stressful Virtual Environments," vr, pp.141, IEEE Virtual Reality Conference 2003 (VR 2003), 2003
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