Abstract

Immersive virtual reality (IVR) offers an opportunity to immerse oneself into a virtual world and experience an exciting adventure. However, latency between a user’s movement and visual feedback has a big impact on user experience and performance. In this paper, we explore the effect of increased end-to-end latency in IVR applications by conducting a user study. Firstly, in the searching task, we analyze cybersickness level based on simulator sickness questionnaire. Secondly, in the reaching task, we measure the user performance by tracking the time they need to reach a target and the error they make during the execution. Lastly, in the embodiment task, we measure the sense of body ownership, agency, presence, and latency perception when only one body side is impaired by latency. We apply the Friedman test with Conover’s test of multiple comparisons as a post-hoc test on all dependent variables to find significant results. Results show that the end-to-end latency above 63 ms induces significant cybersickness symptoms. In addition, user performance decreases with increasing delay and with end-to-end latency above 69 ms, the users need significantly longer to complete the task. Results also show that end-to-end latency affects body ownership significant later, namely, not until 101 ms.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.