Exploring the effects of image persistence in low frame rate virtual environments
Abstract
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time
graphics which run at high refresh rates. However, there are many situations in which
this is not possible due to simulation or rendering issues. When running at low frame
rates, several aspects of the user experience are affected. For example, each frame
is displayed for an extended period of time, causing a high persistence image artifact.
The effect of this artifact is that movement may lose continuity, and the image jumps
from one frame to another. In this paper, we discuss our initial exploration of the
effects of high persistence frames caused by low refresh rates and compare it to high
frame rates and to a technique we developed to mitigate the effects of low frame rates.
In this technique, the low frame rate simulation images are displayed with low persistence
by blanking out the display during the extra time such image would be displayed. In
order to isolate the visual effects, we constructed a simulator for low and high persistence
displays that does not affect input latency. A controlled user study comparing the
three conditions for the tasks of 3D selection and navigation was conducted. Results
indicate that the low persistence display technique may not negatively impact user
experience or performance as compared to the high persistence case. Directions for
future work on the use of low persistence displays for low frame rate situations are
discussed.
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Journal articlePermalink
https://hdl.handle.net/10161/10292Published Version (Please cite this version)
10.1109/VR.2015.7223319Publication Info
Zielinski, David J; Rao, Hrishikesh M; Sommer, Marc A; & Kopper, Regis (2015). Exploring the effects of image persistence in low frame rate virtual environments.
2015 IEEE Virtual Reality Conference, VR 2015 - Proceedings. pp. 19-26. 10.1109/VR.2015.7223319. Retrieved from https://hdl.handle.net/10161/10292.This is constructed from limited available data and may be imprecise. To cite this
article, please review & use the official citation provided by the journal.
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Show full item recordScholars@Duke
Regis Kopper
Adjunct Assistant Professor in the Department of Mechanical Engineering and Materials
Science
Dr. Regis Kopper is an Adjunct Assistant Research Professor of Mechanical Engineering
and Materials Science at Duke’s Pratt School of Engineering and the director of the
Duke immersive Virtual Environment (DiVE). Dr. Kopper has experience in the design
and evaluation of virtual reality systems in the areas of interaction design and modeling,
virtual human interaction and in the evaluation of the benefits of immersive systems.
At Duke, Dr. Kopper investigates how immersive virtual reality t
Marc A. Sommer
Associate Professor of Biomedical Engineering
We study circuits for cognition. Using a combination of neurophysiology and biomedical
engineering, we focus on the interaction between brain areas during visual perception,
decision-making, and motor planning. Specific projects include the role of frontal
cortex in metacognition, the role of cerebellar-frontal circuits in action timing,
the neural basis of "good enough" decision-making (satisficing), and the neural mechanisms
of transcranial magnetic stimulation (TMS).
David Zielinski
Analyst, IT
David J. Zielinski is currently a technology specialist for the Duke University OIT
Co-Lab (2021-present). Previously the Department of Art, Art History & Visual Studies
(2018-2020) and the DiVE Virtual Reality Lab (video) (2004-2018), under the direction
of Regis Kopper (2013-2018), Ryan P. McMahan (2012), and Rachael Brady (2004-2012).
He received his bachelors (2002) and masters (2004) degrees in Computer Science from
the
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