Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities - IMAG Accéder directement au contenu
Communication Dans Un Congrès Année : 2019

Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities

Résumé

The feeling of presence of virtual entities is an important objective in virtual reality, teleconferencing, augmented reality, exposure therapy and video games. Presence creates emotional involvement and supports intuitive and efficient interactions. As a feeling, presence is mostly measured via subjective questionnaire , but its validity is disputed. We introduce a new method to measure the contribution of several technical parameters toward presence. Its robustness stems from asking participant to rank contrasts rather than asking absolute values , and from the statistical analysis of repeated answers. We implemented this method in a user study where virtual entities were created with a handheld perspective corrected display. We evaluated the impact on two virtual entities' presence of four important parameters of digital visual stimuli: resolution , latency, frame rate and jitter. Results suggest that jitter and frame rate are critical for presence but not latency, and resolution depends on the explored entity.
Fichier principal
Vignette du fichier
Presence-pourHAL.pdf (502.79 Ko) Télécharger le fichier
Origine : Fichiers produits par l'(les) auteur(s)
Loading...

Dates et versions

hal-02323605 , version 1 (02-11-2020)

Identifiants

Citer

Thibault Louis, Jocelyne Troccaz, Amélie Rochet-Capellan, François Bérard. Is it Real? Measuring the Effect of Resolution, Latency, Frame rate and Jitter on the Presence of Virtual Entities. ACM ISS 2019 - Conference on Interactive Surfaces and Spaces, Nov 2019, Séoul, South Korea. ⟨10.1145/3343055.3359710⟩. ⟨hal-02323605⟩
1714 Consultations
838 Téléchargements

Altmetric

Partager

Gmail Facebook X LinkedIn More