Effects of Latency Jitter on Simulator Sickness in a Search Task

Low latency is a fundamental requirement for Virtual Reality (VR) systems to reduce the potential risks of cybersickness and to increase effectiveness, efficiency and user experience. In contrast to the effects of uniform latency degradation, the influence of latency jitter on user experience in VR is not well researched, although today's consumer VR systems are vulnerable in this respect. In this work we report on the impact of latency jitter on cybersickness in HMD-based VR environments. Test subjects are given a search task in Virtual Reality, provoking both head rotation and translation. One group experienced artificially added latency jitter in the tracking data of their head-mounted display. The introduced jitter pattern was a replication of a real-world latency behavior extracted and analyzed from an existing example VR-system. The effects of the introduced latency jitter were measured based on self-reports simulator sickness questionnaire (SSQ) and by taking physiological measurements. We found a significant increase in self-reported simulator sickness. We therefore argue that measure and control of latency based on average values taken at a few time intervals is not enough to assure a required timeliness behavior but that latency jitter needs to be considered when designing experiences for Virtual Reality.

[1]  Robert S. Kennedy,et al.  Simulator Sickness Questionnaire: An enhanced method for quantifying simulator sickness. , 1993 .

[2]  Bernard D. Adelstein,et al.  Discrimination of changes in latency during head movement , 1999, HCI.

[3]  M. Whitton,et al.  Effect of latency on presence in stressful virtual environments , 2003, IEEE Virtual Reality, 2003. Proceedings..

[4]  Young Youn Kim,et al.  Characteristic changes in the physiological components of cybersickness. , 2005, Psychophysiology.

[5]  M. Young,et al.  Discrimination of Changes of Latency during Voluntary Hand Movement of Virtual Objects , 1999 .

[6]  J. Golding Motion sickness susceptibility questionnaire revised and its relationship to other forms of sickness , 1998, Brain Research Bulletin.

[7]  Yujie Dong,et al.  Measuring Digital System Latency from Sensing to Actuation at Continuous 1-ms Resolution , 2013, PRESENCE: Teleoperators and Virtual Environments.

[8]  Adam W. Hoover,et al.  Frequency, Not Amplitude, of Latency Affects Subjective Sickness in a Head-Mounted Display. , 2016, Aerospace medicine and human performance.

[9]  Katerina Mania,et al.  Perceptual sensitivity to head tracking latency in virtual environments with varying degrees of scene complexity , 2004, APGV '04.

[10]  Stéphane Bouchard,et al.  Anxiety Increases the Feeling of Presence in Virtual Reality , 2008, PRESENCE: Teleoperators and Virtual Environments.

[11]  Robert J. Teather,et al.  Effects of tracking technology, latency, and spatial jitter on object movement , 2009, 2009 IEEE Symposium on 3D User Interfaces.

[12]  W W Wierwille,et al.  Effects of Visual Display and Motion System Delays on Operator Performance and Uneasiness in a Driving Simulator , 1988, Human factors.

[13]  Adam W. Hoover,et al.  The effects of 0.2 Hz varying latency with 20-100 ms varying amplitude on simulator sickness in a helmet mounted display , 2015, Displays.

[14]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[15]  Stefan Kopp,et al.  The impact of latency on perceptual judgments and motor performance in closed-loop interaction in virtual reality , 2016, VRST.

[16]  Katerina Mania,et al.  A system to measure, control and minimize end-to-end head tracking latency in immersive simulations , 2011, VRCAI '11.

[17]  Anthony Steed,et al.  Measuring Latency in Virtual Environments , 2014, IEEE Transactions on Visualization and Computer Graphics.

[18]  Carl Gutwin,et al.  Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games , 2015, CHI.

[19]  Kyoung Shin Park,et al.  Effects of network characteristics on human performance in a collaborative virtual environment , 1999, Proceedings IEEE Virtual Reality (Cat. No. 99CB36316).

[20]  Marc Erich Latoschik,et al.  Reducing application-stage latencies of interprocess communication techniques for real-time interactive systems , 2016, 2016 IEEE Virtual Reality (VR).

[21]  Robert S. Allison,et al.  Tolerance of temporal delay in virtual environments , 2001, Proceedings IEEE Virtual Reality 2001.

[22]  Kay M. Stanney,et al.  Gender Differences in Visually Induced Motion Sickness , 2002 .

[23]  Michael L. Wilson,et al.  The Effect of Varying Latency in a Head-Mounted Display on Task Performance and Motion Sickness , 2016 .

[24]  Marc Erich Latoschik,et al.  Towards comparable evaluation methods and measures for timing behavior of virtual reality systems , 2016, VRST.

[25]  Massimiliano Di Luca New Method to Measure End-to-End Delay of Virtual Reality , 2010, PRESENCE: Teleoperators and Virtual Environments.

[26]  Anthony Steed A simple method for estimating the latency of interactive, real-time graphics simulations , 2008, VRST '08.