2015 IEEE Virtual Reality (VR) 2015
DOI: 10.1109/vr.2015.7223329
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Applying latency to half of a self-avatar's body to change real walking patterns

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Cited by 12 publications
(8 citation statements)
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“…Increased latency of 450 ms also negatively effects the ability to memorize objects in IVR [12]. Furthermore, Samaraweera et al [14] investigated the impact of additional latency applied either to the left or right side of the avatar. The researchers found significant differences between the control (with base latency of 45 ms) and experimental group (end-to-end latency of 200 ms).…”
Section: Related Workmentioning
confidence: 99%
“…Increased latency of 450 ms also negatively effects the ability to memorize objects in IVR [12]. Furthermore, Samaraweera et al [14] investigated the impact of additional latency applied either to the left or right side of the avatar. The researchers found significant differences between the control (with base latency of 45 ms) and experimental group (end-to-end latency of 200 ms).…”
Section: Related Workmentioning
confidence: 99%
“…Samaraweera et al [2013] showed in an experiment using a HMD that inducing a latency of 225 ms can change gait patterns. In another study they showed that latency as well as using a virtual mirror can alter gait behavior by adding 200 ms of delay to the system latency to one half of the participants' avatar [Samaraweera et al 2015].…”
Section: Related Workmentioning
confidence: 99%
“…To this end, we use a virtual mirror scenario with full-body motion capture, as is employed in many virtual reality experiments where monitoring the own movement of the full body is important [Gonzalez-Franco et al 2010;Lugrin et al 2015;de Kok et al 2015;Samaraweera et al 2015]. As our virtual environment we use a Cave Autonomous Virtual Environment (CAVE), which is our preferred environment in the context of motor learning in VR [Waltemate et al 2015].…”
Section: Introductionmentioning
confidence: 99%
“…Fitts' Law is just one model of user motion -and readers should note that it is is user motion itself being modelled, rather than the underlying functions. For example, across two studies Samaraweera et al [187,186] showed how latency in visual feedback could manipulate gait.…”
Section: Networkmentioning
confidence: 99%
“…They found that while only two participants consciously perceived the latency, there was a significant effort on behalf of both populations to take a more cautious approach to walking with increasing latency. In another study Samaraweera et al [186] found that latency could significantly influence the gait of participants when it was applied asymmetrically, to only one side of an avatar seen in a self-facing mirror.…”
Section: One Of the Most Interesting Discoveries About This Phenomenamentioning
confidence: 99%