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  4. On latency compensation and its effects on head-motion trajectories in virtual environments
 
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On latency compensation and its effects on head-motion trajectories in virtual environments

Resource
The Visual Computer 16 (2): 79-90
Journal
Visual Computer
Journal Volume
16
Journal Issue
2
Pages
79-90
Date Issued
2000
Author(s)
Wu, J.-R.
MING OUHYOUNG  
DOI
10.1007/s003710050198
URI
http://www.scopus.com/inward/record.url?eid=2-s2.0-0033686758&partnerID=MN8TOARS
http://scholars.lib.ntu.edu.tw/handle/123456789/289470
Abstract
We present experiments on latency and its compensation methods in a virtual reality application using a head-motion display (HMD) and a 3D-head tracker. Our purpose is to compare, both in simulation and in a real task, four tracker prediction methods: the grey system theory-based prediction, Kalman filtering, a simple linear extrapolation, and the basic method without prediction. Typical motion trajectories of the four methods in simulation are plotted, and jitter effects are examined. Kalman filtering was found to have the largest jitter among the four. An experiment is also presented to simulate a real-world application: following a tour guide in a walkthrough of a building. An improvement of 120% was observed.
We present experiments on latency and its compensation methods in a virtual reality application using a head-motion display (HMD) and a 3D-head tracker. Our purpose is to compare, both in simulation and in a real task, four tracker prediction methods: the grey system theory-based prediction, Kalman filtering, a simple linear extrapolation, and the basic method without prediction. Typical motion trajectories of the four methods in simulation are plotted, and jitter effects are examined. Kalman filtering was found to have the largest jitter among the four. An experiment is also presented to simulate a real-world application: following a tour guide in a walkthrough of a building. An improvement of 120% was observed.
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journal article
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