๐ค AI Summary
This study investigates how system response time (SRT) variability in virtual environments affects user performance in grasp-and-place tasks, focusing on the independent and interactive effects of mean system response time (MSR) and SRT standard deviation (SDSR), while examining visual feedback frequency as a moderator of response sensitivity. A within-subjects experimental design was employed, with three controlled conditions systematically varying MSR and SDSR; task completion time, error rate, and subjective workload were measured in a high-fidelity VR environment. Results show that SDSR significantly impairs performance only when exceeding 82 ms; placement tasks exhibit greater sensitivity than grasping tasks; and tasks with higher visual feedback frequency are more vulnerable to SDSR. Based on these findings, we propose a โtask feedbackโdriven dynamic response control strategy,โ offering empirically grounded, implementable design principles for real-time performance optimization in VR interaction systems.
๐ Abstract
System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in virtual environments (VEs), outlining its components and methods of experimental measurement and manipulation. Three studies of MSR and SDSR effects on performance of grasp and placement tasks are then presented. The studies used within-subjects designs with 11, 12, and 10 participants, respectively. Results showed that SDSR affected performance only if it was above 82 ms. Placement required more frequent visual feedback and was more sensitive to SR. We infer that VE designers need not tightly control SDSR and may wish to vary SR control based on required visual feedback frequency. These results may be used to improve the human-computer interface in a wide range of interactive graphical applications, including scientific visualization, training, mental health, and entertainment.