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Advisor(s)
Abstract(s)
There are plenty of studies dealing with the delays and other relations between head movements
and visual response on Virtual Reality setups using head mounted displays. Most of those studies
also present some consequences of deviating from those values. Yet, the rest of the human body
remains relatively unmapped. In this paper, we present the data found during our research about
vision-arm coordination. This data can be used to help build better and more efficient human computer interfaces, especially those that rely on a virtual avatar with a body and have resource
restriction like battery or bandwidth. We tested body tracking Sample Rates ranging from 15 Hz up
to 120 Hz (corresponding to total latencies ranging from 37 ms to 95.4 ms) and found out no
significant user performance differences. We did, however, find that a small percentage of users
are, indeed, capable of noticing the changes in Sample Rate. Based on the found results, we advise
that, if one is trying to save battery, bandwidth or processor cycles, a low body tracking Sample
Rate could be used with no negative effects on user performance.
Description
Keywords
Virtual reality Arm-tracking Sample-rate . Faculdade de Ciências Exatas e da Engenharia
Citation
Noronha, H., & Campos, P. (2021, July). How much Sample Rate is actually needed? Arm Tracking in Virtual Reality. In 34th British HCI Conference (pp. 94-98). BCS Learning & Development.
Publisher
BCS Learning & Development.