We measured presence and perceived scene stability in a virtual environment viewed with different head-to-display lag (i.e., system lag) on the Oculus Rift (CV1). System lag was added on top of the measured benchmark system latency (22.3 ms) for our visual scene rendered in OpenGL Shading Language (GLSL). Participants made active head oscillations in pitch at 1.0Hz while viewing displays. We found that perceived scene instability increased and presence decreased when increasing system lag, which we attribute to the effect of multisensory visual-vestibular interactions on the interpretation of the visual information presented.
History
Citation
Kim, J., Moroz, M., Arcioni, B. & Palmisano, S. (2018). Effects of head-display lag on presence in the Oculus Rift. In S. N. Spencer (Ed.), VRST '18: Proceedings of the 24th ACM Symposium on Virtual Reality Software and Technology (pp. 1-2). New York, United States: ACM.
Parent title
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST