1993 · 415 citations · 17 references
ComputingKinesiologyExperimental PerformanceHuman PerformanceHuman-computer InteractionReaction TimeTime Delay EffectsVirtual Environment DesignVirtual RealityVirtual Reality PerformanceHuman-performance TechnologyLag SpecificationTarget AcquisitionVirtual Reality Interfaces
Lag, the delay between input action and output response, negatively impacts human performance. The study proposes a model in which lag multiplies Fitts' index of difficulty. The authors measured target acquisition using Fitts' law with four lag conditions and introduced a multiplicative lag model. At 225 ms lag, movement times rose 64 % and error rates 214 %; the multiplicative model explains 94 % of variance and outperforms additive alternatives, highlighting design implications for virtual reality.
The sources of lag (the delay between input action and output response) and its effects on human performance are discussed. We measured the effects in a study of target acquisition using the classic Fitts' law paradigm with the addition of four lag conditions. At the highest lag tested (225 ms), movement times and error rates increased by 64% and 214% respectively, compared to the zero lag condition. We propose a model according to which lag should have a multiplicative effect on Fitts' index of difficulty. The model accounts for 94% of the variance and is better than alternative models which propose only an additive effect for lag. The implications for the design of virtual reality systems are discussed.
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Computer graphics: principles and practice
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