Relative Effects of Real-world and Virtual-World Latency on an Augmented Reality Training Task: An AR Simulation Experiment
Autor: | Tobias Höllerer, Doug A. Bowman, Siroberto Scerbo, Mahdi Nabiyouni |
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Jazyk: | angličtina |
Rok vydání: | 2017 |
Předmět: |
Computer Networks and Communications
Computer science media_common.quotation_subject Real-time computing Illusion 02 engineering and technology Artificial Intelligence 0202 electrical engineering electronic engineering information engineering Immersion (virtual reality) 0501 psychology and cognitive sciences Latency (engineering) 050107 human factors Simulation latency media_common Ar system Virtual world 05 social sciences video see-through 020207 software engineering AR simulation augmented reality Hardware and Architecture optical see-through ICT Augmented reality Software Information Systems |
Zdroj: | Frontiers in ICT. 3 |
ISSN: | 2297-198X |
DOI: | 10.3389/fict.2016.00034 |
Popis: | In augmented reality (AR), virtual objects and information are overlaid onto the user’s view of the physical world and can appear to become part of the real-world. Accurate registration of virtual objects is a key requirement for an effective and natural AR system, but misregistration can break the illusion of virtual objects being part of the real-world and disrupt immersion. End-to-end system latency severely impacts the quality of AR registration. In this research, we present a controlled study that aims at a deeper understanding of the effects of latency on virtual and real-world imagery and its influences on task performance in an AR training task. We utilize an AR simulation approach, in which an outdoor AR training task is simulated in a high-fidelity virtual reality (VR) system. The real and augmented portions of the AR training scenarios are simulated in VR, affording us detailed control over a variety of immersion parameters and the ability to explore the effects of different types of simulated latency. We utilized a representative task inspired by outdoor AR military training systems to compare various AR system configurations, including optical see-through and video see-through setups with both matched and unmatched levels of real and virtual objects latency. Our findings indicate that users are able to perform significantly better when virtual and real-world latencies are matched (as in the case of simulated video see-through AR with perfect augmentation-to-real-world registration). Unequal levels of latency led to reduction in performance, even when overall latency levels were lower compared to the matched case. The relative results hold up with increased overall latency. |
Databáze: | OpenAIRE |
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