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Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments

dc.contributor.author Appelbaum, Lawrence Gregory
dc.contributor.author Kopper, Regis
dc.contributor.author Potter, Nicholas
dc.contributor.author Rao, Hrishikesh
dc.contributor.author Sommer, Marc A
dc.contributor.author Zielinski, David
dc.date.accessioned 2016-02-01T20:09:10Z
dc.date.accessioned 2016-02-01T23:08:17Z
dc.date.accessioned 2016-02-05T14:10:35Z
dc.date.issued 2016-04-26
dc.identifier.uri http://hdl.handle.net/10161/11598
dc.description.abstract © 2016 IEEE.User performance in virtual environments with degraded visual conditions due to low frame rates is an interesting area of inquiry. Visual content shown in a low frame rate simulation has the quality of the original image, but persists for an extended period until the next frame is displayed (so-called high persistence-HP). An alternative, called low persistence (LP), involves displaying the rendered frame for a single display frame and blanking the screen while waiting for the next frame to be generated. Previous research has evaluated the usefulness of the LP technique in low frame rate simulations during a static target acquisition task. To gain greater knowledge about the LP technique, we have conducted a user study to evaluate user performance and learning during a dynamic target acquisition task. The acquisition task was evaluated under a high frame rate, (60 fps) condition, a traditional low frame rate HP condition (10 fps), and the experimental low frame rate LP technique. The task involved the acquisition of targets moving along several different trajectories, modeled after a shotgun trap shooting task. The results of our study indicate the LP condition approaches high frame rate performance within certain classes of target trajectories. Interestingly we also see that learning is consistent across conditions, indicating that it may not always be necessary to train under a visually high frame rate system to learn a particular task. We discuss implications of using the LP technique to mitigate low frame rate issues as well as its potential usefulness for training in low frame rate virtual environments.
dc.relation.ispartof 2016 IEEE Symposium on 3D User Interfaces, 3DUI 2016 - Proceedings
dc.relation.isversionof 10.1109/3DUI.2016.7460043
dc.relation.replaces http://hdl.handle.net/10161/11584
dc.relation.replaces 10161/11584
dc.relation.replaces http://hdl.handle.net/10161/11585
dc.relation.replaces 10161/11585
dc.title Evaluating the effects of image persistence on dynamic target acquisition in low frame rate virtual environments
dc.type Journal article
pubs.begin-page 133
pubs.end-page 140
pubs.organisational-group Basic Science Departments
pubs.organisational-group Biomedical Engineering
pubs.organisational-group Center for Cognitive Neuroscience
pubs.organisational-group Clinical Science Departments
pubs.organisational-group Duke
pubs.organisational-group Duke Institute for Brain Sciences
pubs.organisational-group Duke Science & Society
pubs.organisational-group Initiatives
pubs.organisational-group Institutes and Provost's Academic Units
pubs.organisational-group Mechanical Engineering and Materials Science
pubs.organisational-group Neurobiology
pubs.organisational-group Pratt School of Engineering
pubs.organisational-group Psychiatry & Behavioral Sciences
pubs.organisational-group Psychiatry & Behavioral Sciences, Brain Stimulation and Neurophysiology
pubs.organisational-group School of Medicine
pubs.organisational-group University Institutes and Centers
pubs.publication-status Published


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