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Differences between oculomotor and perceptual artifacts for temporally limited head mounted displays
Alexander Goettker Kevin J. MacKenzie T. Scott Murdison 《Journal of the Society for Information Display》2020,28(6):509-519
We used perceptual and oculomotor measures to understand the negative impacts of low (phantom array) and high (motion blur) duty cycles with a high‐speed, AR‐likehead‐mounted display prototype. We observed large intersubject variability for the detection of phantom array artifacts but a highly consistent and systematic effect on saccadic eye movement targeting during low duty cycle presentations. This adverse effect on saccade endpoints was also related to an increased error rate in a perceptual discrimination task, showing a direct effect of display duty cycle on the perceptual quality. For high duty cycles, the probability of detecting motion blur increased during head movements, and this effect was elevated at lower refresh rates. We did not find an impact of the temporal display characteristics on compensatory eye movements during head motion (e.g., VOR). Together, our results allow us to quantify the tradeoff of different negative spatiotemporal impacts of user movements and make subsequent recommendations for optimized temporal HMD parameters. 相似文献
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The present study focuses on the sintering of silicon carbide-based ceramics (SiC) by liquid phase sintering (LPS) followed by characterization of the produced ceramics. AlN/Re2O3 mixtures were used as additives in the LPS process. In the first step, the LPS-SiC materials were produced in a graphite resistance furnace in the form of discs at different temperatures. The conditions with the best results regarding real density and relative density were taken as reference for sintering in the form of prismatic bars. In the second step, these samples were evaluated regarding fracture toughness (KIC), by the Single Edge V Notch Beam – SEVNB – method, and flexural strength. KIC behavior was evaluated according to the depth and curvature radius of the notches. Reliable KIC values were presented when the ceramic displayed a small curvature radius at the notch tip. When the radius was large, it did not maintain the square root singularity of the notch tip. Tests were carried out to determine KIC values in atmospheric air and water. KIC results were lower in water than air, with a decrease ranging between 2.56% and 11.26%. The observations indicated a direct grain size correlation between KIC values and fracture strength of the SiC ceramics. 相似文献
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A Distributed Virtual Environment (DVE) system offers a computer-generated virtual world in which individuals located at different
places in the physical world can interact with one another. In order to achieve real-time response for a large user base,
DVE systems need to have a scalable architecture. In this paper, we present the design of a grid-enabled service oriented
framework for facilitating the construction of scalable DVE systems on computing grids. A service component called “gamelet”
is proposed, whose distinctive mark is its high mobility for supporting dynamic load sharing. We propose a gamelet migration
protocol which can ensure the transparency and efficiency of gamelet migration, and an adaptive gamelet load-balancing (AGLB)
algorithm for making gamelet redistribution decisions at runtime. The algorithm considers both the synchronization costs of
the DVE system and network latencies inherent in the grid nodes. The activities of the users and the heterogeneity of grid
resources are also considered in order to carry out load sharing more effectively. We evaluate the performance of the proposed
mechanisms through a multiplayer online game prototype implemented using the Globus toolkit. The results show that our approach
can achieve faster response times and higher throughputs than some existing approaches.
This research is supported in part by the China National Grid project (863 program) and the HKU Foundation Seed Grant 28506002. 相似文献
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Spatial collaboration is an everyday activity in which people work together to solve a spatial problem. For example, a group of people will often arrange furniture together or exchange directions with one another. Collaborative virtual environments using desktop PCs are particularly useful for spatial activities when the participants are distributed. This work investigates ways to enhance distributed, collaborative spatial activities. This paper explores how different frames of reference affect spatial collaboration. Specifically, it reports on an experiment that examines different combinations of exocentric and egocentric frames of reference with two users. Tasks involve manipulating an object, where one participant knows the objective (director) and the other performs the interactions (actor). It discusses the advantages and disadvantages of the different combinations for a spatial collaboration task. Findings from this study demonstrate that frames of reference affect collaboration in a variety of ways and simple exocentric-egocentric combinations do not always provide the most usable solution. 相似文献
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多协议标记交换(MPLS)技术是综合利用网络第二层交换技术的有效性和第三层IP路由的灵活性等优点而产生的多层交换技术。通过在传统的IP包里加入标记,使路由转发依赖于标记,大大地提高IP包的转发速度,同时可使传统IP网络具有服务质量(QoS)能力。现主要分析MPLS体系结构,指出MPLS的一些应用。 相似文献
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虚拟演播室是传统视频技术与计算机虚拟现实技术相结合的产物 ,它可以把现场视频与计算机影像等实时、无缝地合成在—起 ,是对传统电视演播室的一次重大变革。主要讨论虚拟演播室的工作原理、功能及其应用 相似文献
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