Psychophysical Analysis of Delay Detection in a VR Avatar's Standing-up Motion
dc.contributor.author | Olimov, Muhammadolim | en_US |
dc.contributor.author | Goto, Yuta | en_US |
dc.contributor.author | Okamoto, Shogo | en_US |
dc.contributor.editor | Hasegawa, Shoichi | en_US |
dc.contributor.editor | Sakata, Nobuchika | en_US |
dc.contributor.editor | Sundstedt, Veronica | en_US |
dc.date.accessioned | 2024-11-29T06:42:43Z | |
dc.date.available | 2024-11-29T06:42:43Z | |
dc.date.issued | 2024 | |
dc.description.abstract | Discrepancies between an avatar's movements in virtual space and participants' movements in the real world can degrade the quality of the virtual reality (VR) experience. One prominent form of such a discrepancy is delay. Many previous studies have investigated the acceptable delay between head-tracking and landscape rendering, or the delay of the seen user's hand movements. However, the minimum detectable delay during full-body movements, particularly those involving significant changes in viewpoint, has not yet been fully investigated. In this study, the detection threshold for delays between participants' real-world movements, where the head and viewpoint positions move substantially, and corresponding avatar movements in virtual space was investigated. In the experiment, participants wearing VR goggles performed stand-up motions. Corresponding stand-up motion of the avatar in the VR space involved the delay of up to 300 ms. Participants looked at the avatar's movements through the mirror placed in front of him/her in the VR space. The detection thresholds of five individuals were investigated using psychophysical method of constant stimuli. In the experiment, the participants answered whether the avatar's movements delayed or did not delay comparing with their own movements. The mean detection threshold, at which the participant reports the presence of delay for 50% of all the time, was found to be 129.70 ms, with a 95% confidence interval of 31.59 ms. These findings provide some insights for designers of VR applications. | en_US |
dc.description.sectionheaders | Avatar | |
dc.description.seriesinformation | ICAT-EGVE 2024 - International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments | |
dc.identifier.doi | 10.2312/egve.20241359 | |
dc.identifier.isbn | 978-3-03868-245-5 | |
dc.identifier.issn | 1727-530X | |
dc.identifier.pages | 4 pages | |
dc.identifier.uri | https://doi.org/10.2312/egve.20241359 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.2312/egve20241359 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Human-centered computing → Virtual reality | |
dc.subject | Human centered computing → Virtual reality | |
dc.title | Psychophysical Analysis of Delay Detection in a VR Avatar's Standing-up Motion | en_US |
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