首页> 外文期刊>IEEE transactions on visualization and computer graphics >Head Tracking Latency in Virtual Environments Revisited: Do Users with Multiple Sclerosis Notice Latency Less?
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Head Tracking Latency in Virtual Environments Revisited: Do Users with Multiple Sclerosis Notice Latency Less?

机译:再谈虚拟环境中的头部跟踪延迟:患有多发性硬化症的用户是否注意到延迟减少了?

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Latency (i.e., time delay) in a virtual environment is known to disrupt user performance, presence and induce simulator sickness. Thus, with emerging use of virtual rehabilitation, the target populations’ latency perception thresholds need to be considered to fully understand and possibly control the implications of latency in a Virtual Rehabilitation environment. We present a study that quantifies the latency discrimination thresholds of a yet untested population—a specific subset of mobility impaired participants where participants suffer from Multiple Sclerosis—and compare the results to a control group of healthy participants. The study was modeled after previous latency discrimination research and shows significant differences in latency perception between the two populations with MS participants showing lower sensitivity to latency than healthy participants.
机译:已知虚拟环境中的延迟(即时间延迟)会破坏用户的性能,状态并引起模拟器疾病。因此,随着虚拟康复的新用途,需要考虑目标人群的潜伏期感知阈值,以充分了解并可能控制虚拟康复环境中潜伏期的影响。我们提出了一项研究,该研究量化了尚未测试的人群(行动障碍者的特定子集,参与者患有多发性硬化症)的潜伏期歧视阈值,并将结果与​​健康参与者的对照组进行了比较。该研究是在先前的潜伏期歧视研究之后进行建模的,显示了两个人群之间潜伏期感知的显着差异,MS参与者对潜伏期的敏感性比健康参与者低。

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