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How much Sample Rate is actually needed? Arm Tracking in Virtual Reality

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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.

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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.

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BCS Learning & Development.

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