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测量虚拟现实系统中感觉运动实验的运动到光子的潜伏期。

Measuring motion-to-photon latency for sensorimotor experiments with virtual reality systems.

机构信息

School of Psychology, University of Leeds, Leeds, UK.

Centre for Immersive Technologies, University of Leeds, Leeds, UK.

出版信息

Behav Res Methods. 2023 Oct;55(7):3658-3678. doi: 10.3758/s13428-022-01983-5. Epub 2022 Oct 10.

Abstract

Consumer virtual reality (VR) systems are increasingly being deployed in research to study sensorimotor behaviors, but properties of such systems require verification before being used as scientific tools. The 'motion-to-photon' latency (the lag between a user making a movement and the movement being displayed within the display) is a particularly important metric as temporal delays can degrade sensorimotor performance. Extant approaches to quantifying this measure have involved the use of bespoke software and hardware and produce a single measure of latency and ignore the effect of the motion prediction algorithms used in modern VR systems. This reduces confidence in the generalizability of the results. We developed a novel, system-independent, high-speed camera-based latency measurement technique to co-register real and virtual controller movements, allowing assessment of how latencies change through a movement. We applied this technique to measure the motion-to-photon latency of controller movements in the HTC Vive, Oculus Rift, Oculus Rift S, and Valve Index, using the Unity game engine and SteamVR. For the start of a sudden movement, all measured headsets had mean latencies between 21 and 42 ms. Once motion prediction could account for the inherent delays, the latency was functionally reduced to 2-13 ms, and our technique revealed that this reduction occurs within ~25-58 ms of movement onset. Our findings indicate that sudden accelerations (e.g., movement onset, impacts, and direction changes) will increase latencies and lower spatial accuracy. Our technique allows researchers to measure these factors and determine the impact on their experimental design before collecting sensorimotor data from VR systems.

摘要

消费者虚拟现实 (VR) 系统越来越多地被部署在研究中,以研究感觉运动行为,但在将这些系统用作科学工具之前,需要验证其属性。“从运动到光子的延迟(用户做出动作与动作在显示器中显示之间的滞后时间)是一个特别重要的指标,因为时间延迟会降低感觉运动性能。现有的量化此指标的方法涉及使用定制软件和硬件,并且仅产生延迟的单一度量值,而忽略了现代 VR 系统中使用的运动预测算法的影响。这降低了结果的可推广性。我们开发了一种新颖的、与系统无关的基于高速摄像机的延迟测量技术,以共同注册真实和虚拟控制器的运动,从而可以评估延迟如何随运动而变化。我们应用该技术来测量 HTC Vive、Oculus Rift、Oculus Rift S 和 Valve Index 中控制器运动的运动到光子的延迟,使用 Unity 游戏引擎和 SteamVR。对于突然运动的开始,所有测量的耳机的平均延迟在 21 到 42 毫秒之间。一旦运动预测可以解释固有延迟,延迟就可以有效地减少到 2-13 毫秒,并且我们的技术表明,这种减少发生在运动开始后约 25-58 毫秒内。我们的发现表明,突然的加速(例如运动开始、撞击和方向变化)会增加延迟并降低空间精度。我们的技术允许研究人员在从 VR 系统收集感觉运动数据之前,测量这些因素并确定其对实验设计的影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3e46/10616216/6789f23245be/13428_2022_1983_Fig1_HTML.jpg

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