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How low should we go?: understanding the perception of latency while inking

Published: 07 May 2014 Publication History

Abstract

Recent advances in hardware have enabled researchers to study the perception of latency. Thus far, latency research has utilized simple touch and stylus-based tasks that do not represent inking activities found in the real world. In this work, we report on two studies that utilized writing and sketching tasks to understand the limits of human perception. Our studies revealed that latency perception while inking is worse (~50 milliseconds) than perception while performing non-inking tasks reported previously (~2-7 milliseconds). We also determined that latency perception is not based on the distance from the stylus' nib to the ink, but rather on the presence of a visual referent such as the hand or stylus. The prior and current work has informed the Latency Perception Model, a framework upon which latency knowledge and the underlying mechanisms of perception can be understood and further explored.

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Cited By

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  • (2022)Using Artificial Neural Networks to Compensate Negative Effects of Latency in Commercial Real-Time Strategy GamesProceedings of Mensch und Computer 202210.1145/3543758.3543767(182-191)Online publication date: 4-Sep-2022
  • (2022)The Effects of Auditory Latency on Experienced First-Person Shooter PlayersProceedings of Mensch und Computer 202210.1145/3543758.3543760(286-296)Online publication date: 4-Sep-2022
  • (2022)Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory LatencyExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558333(24-30)Online publication date: 2-Nov-2022
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Information & Contributors

Information

Published In

cover image Guide Proceedings
GI '14: Proceedings of Graphics Interface 2014
May 2014
230 pages
ISBN:9781482260038

Sponsors

  • CHCCS: The Canadian Human-Computer Communications Society

Publisher

Canadian Information Processing Society

Canada

Publication History

Published: 07 May 2014

Author Tags

  1. delay
  2. direct interaction
  3. indirect interaction
  4. just-noticeable difference
  5. latency
  6. latency perception model
  7. pen
  8. perception
  9. psychophysics
  10. responsiveness
  11. stylus

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Overall Acceptance Rate 206 of 508 submissions, 41%

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Cited By

View all
  • (2022)Using Artificial Neural Networks to Compensate Negative Effects of Latency in Commercial Real-Time Strategy GamesProceedings of Mensch und Computer 202210.1145/3543758.3543767(182-191)Online publication date: 4-Sep-2022
  • (2022)The Effects of Auditory Latency on Experienced First-Person Shooter PlayersProceedings of Mensch und Computer 202210.1145/3543758.3543760(286-296)Online publication date: 4-Sep-2022
  • (2022)Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory LatencyExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558333(24-30)Online publication date: 2-Nov-2022
  • (2017)Characterizing Latency in Touch and Button-Equipped Interactive SystemsProceedings of the 30th Annual ACM Symposium on User Interface Software and Technology10.1145/3126594.3126606(29-39)Online publication date: 20-Oct-2017
  • (2017)Does Practice Make Perfect?Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems10.1145/3025453.3025585(5619-5629)Online publication date: 2-May-2017
  • (2016)Effect of Touch Latency on Elementary vs. Bimanual Composite TasksProceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces10.1145/2992154.2992160(103-108)Online publication date: 6-Nov-2016
  • (2016)Next-Point Prediction Metrics for Perceived Spatial ErrorsProceedings of the 29th Annual Symposium on User Interface Software and Technology10.1145/2984511.2984590(271-285)Online publication date: 16-Oct-2016
  • (2016)Hammer Time!Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems10.1145/2858036.2858394(2857-2868)Online publication date: 7-May-2016
  • (2015)Reducing Latency with a Continuous PredictionProceedings of the 2015 International Conference on Interactive Tabletops & Surfaces10.1145/2817721.2817736(205-214)Online publication date: 15-Nov-2015
  • (2015)How Much Faster is Fast Enough?Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702300(1827-1836)Online publication date: 18-Apr-2015
  • Show More Cited By

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