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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Effects of Latency Jitter and Dropouts in Pointing Tasks</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Andriy Pavlovych</string-name>
          <email>andriyp@cs.yorku.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wolfgang Stuerzlinger</string-name>
          <email>wolfgang@cs.yorku.ca</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>York University</institution>
          ,
          <addr-line>Toronto</addr-line>
          ,
          <country country="CA">Canada</country>
        </aff>
      </contrib-group>
      <fpage>30</fpage>
      <lpage>32</lpage>
      <abstract>
        <p>Interactive computing systems frequently use pointing as an input modality, while also supporting other forms of input. We focus on pointing and investigate the effects of variations, i.e. jitter, in the input device latency, as well as dropouts, on 2D pointing speed and accuracy. First, we characterize the latency, latency jitter, and dropouts in several common input technologies. Then we present an experiment, where we systematically explore combinations of dropouts, latency, and latency jitter on a desktop mouse. The results indicate that latency and dropouts have a strong effect on human performance; moderate amounts of jitter in latency do not change performance in a significant way in most cases.</p>
      </abstract>
      <kwd-group>
        <kwd>Latency</kwd>
        <kwd>jitter</kwd>
        <kwd>Fitts' law</kwd>
        <kwd>pointing</kwd>
        <kwd>dropouts</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>
        Latency, or lag, is the delay in device position updates [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Latency and spatial jitter have been previously demonstrated to
significantly impact human performance in both 2D and 3D tasks
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [5], [6], [8]. Recent interest in remote application use
(application as a service, [7]), as well as a renewed interest in
interactive network gaming [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] highlights the need for systematic
study of this phenomenon. Also, the pointing devices are affected
to varying degrees in the reliability of position tracking. Any
failure of the sensing gives rise to dropouts in the sequence of
position reports.
      </p>
      <p>We present two empirical studies that systematically investigate
the effects of dropouts and latency jitter on human performance.
The studies employ Fitts’ law, a well-established model of
pointing device performance. In our experiments, we used a
mouse as an exemplary low-latency, low-jitter device, and
artificially added latency and latency jitter to it, to match the range
of latencies and jitter present in other commonly used devices, as
well as in computer networks. We also varied the number of
samples the system was omitting (“dropping”) and the periodicity
of such omissions (Experiment 1), or the number and the
percentage of the omitted samples (Experiment 2). The main goal
was to determine, all else being equal, the effects of dropouts and
latency jitter on device performance at varying mean latencies.</p>
      <p>As one can often trade some latency for a decrease in latency
jitter, typically through time-domain filtering, and extrapolate the
missing and delayed samples, knowing the interrelationships
between the factors allows a designer to make an informed
decision in choosing an appropriate filter and its parameters.</p>
    </sec>
    <sec id="sec-2">
      <title>2 BACKGROUND</title>
      <p>
        Latency is the time from when the device is physically moved to
the time the corresponding update appears on the screen. For
technical reasons, it is hard to avoid latency. And it is known that
latency adversely affects human performance in both 2D pointing
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and 3D pointing [9]. Common LCD displays have update rates
of only 60 Hz and may exhibit lags of 40 ms [5]. If a DLP
projector is used, latencies as high as 100 ms may be encountered,
and many computer games have significant delays, with 80–
150 ms being most common [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>Spatial jitter is caused either by hand tremor or noise in the
device signal or both. Some devices also exhibit additional noise
during movements. Hand jitter only exacerbates this problem,
especially in devices used in free-space. Temporal jitter, or
latency jitter, refers to changes in lag with respect to time.</p>
    </sec>
    <sec id="sec-3">
      <title>2.1 Characterizing Latency, Latency Jitter, Spatial</title>
    </sec>
    <sec id="sec-4">
      <title>Jitter, and Dropouts</title>
      <p>To measure the latency, a video camera simultaneously filmed the
motion of both the mouse and the cursor. The average delay of the
mouse cursor motion relative to motion of the mouse was
determined to be 8 ± 2.8 ms at the centre of the screen. More than
99.5% of the updates happened within 8–11 ms of the previous
sample. Practically all of the remaining samples followed within
5–8 ms. We never observed a dropout in a mouse.</p>
      <p>Optical sensing method employed by the mouse appears to filter
the spatial jitter in hardware. Likewise, hand jitter, or hand tremor,
does not appear to be an issue in our experiments, as resting the
mouse on a physical surface largely eliminates tremor. Based on
our measurements and the fact that our participants were young,
we assume the input had no significant jitter of either kind.</p>
    </sec>
    <sec id="sec-5">
      <title>3 EXPERIMENT 1</title>
      <p>The first experiment compares effective throughputs under
various magnitudes of latency, time jitter, and dropouts. Twelve
students participated in the experiment. The study lasted 40–50
minutes. The software, implemented a standard Fitts’ 2D task of
13 targets in a circle. The experiment was within subjects, and the
order in which the various combinations of the factors were
presented was randomized (without replacement), to compensate
for asymmetric learning transfer effects. Each participant
completed 100 “rounds” with different latencies, latency jitters,
dropout durations, and dropout intervals, as described below.
0 ms dropouts
125 ms dropouts
250 ms dropouts
500 ms dropouts
5.0
4.0
1.0
0.0
0
50
100</p>
      <p>150</p>
      <p>The experiment had four independent variables in a (1×1 + 1×2
+ 1×3 + 1×4) × (3×3 + 1) = 10×10 arrangement:
• Latency (constant part): 10*, 40, 100, and 160 ms;
• Dropout duration: 0*, 125, 250, 500 ms;
• Intervals between dropouts: 0*, 500, 1000, 2000 ms.
• Latency jitter (normally distributed, in addition to the
constant value above): σ = 0* ms for 10 ms latency, 0, ±20
ms for 40 ms latency, 0, ±20, ±40 ms for 100 ms
latency, σ = 0, ±20, ±40, ±60 ms for 160 ms latency;
In the above list, * denotes the baseline condition, i.e., minimum
latency, no latency jitter, and no dropouts. We chose a Poisson
distribution for dropouts, as it is often used to model independent
events, i.e., the time an event occurs does not depend on the
previous occurrence. The indices of difficulty (ID), ranged evenly
from 2.44 to 5.76 bits.</p>
      <p>The dependent variable was effective device throughput.</p>
    </sec>
    <sec id="sec-6">
      <title>3.1 Results</title>
      <p>The effect of latency on throughput was significant,
F3,33 = 200.43, p &lt; .0001. The interaction between the latency and
dropout duration was also significant, F9,99 = 11.59, p &lt; .0001.
Figure 1 illustrates the results.</p>
    </sec>
    <sec id="sec-7">
      <title>4 EXPERIMENT 2</title>
      <p>In this experiment investigate the effect of lower dropout
percentages more thoroughly, to determine whether infrequent
dropouts still have a measurable effect on throughput. Also, we
aim to determine if there is a threshold for dropout duration, after
which the throughput starts to drop progressively.</p>
      <p>This experiment had three independent variables in a 4 × (5×5 +
1) = 4×26 arrangement, for a total of 104 combinations. In the
following list, * denotes the baseline condition, i.e., minimum
latency, no latency jitter, and no dropouts. The dependent variable
was effective device throughput (in bits per second). All other
aspects were similar to the preceding experiment
• Latency (constant): 10*, 40, 100, and 160 ms;
• Dropout duration: 0*, 10, 20, 40, 80, 160 ms;
• Dropout percentage: 0*, 1, 2, 5, 10, 20%.</p>
    </sec>
    <sec id="sec-8">
      <title>5 RESULTS AND OVERALL DISCUSSION</title>
      <p>The effect of latency on throughput was significant,
F3,33 = 359.40, p &lt; .0001. No other significant interactions were
observed. Figure 2 illustrates the results.</p>
      <p>The effect of dropout duration on the throughput was
significant, F5,55 = 3.08, p &lt; .05. According to a Tukey-Kramer
test, only the 160 ms condition was different from the others. The
effect of dropout percentage on the throughput was significant,
F5,55 = 16.55, p &lt; .0001. According to a Tukey-Kramer test, no
statistically significant difference exists between the 0, 1, 2, and
5% conditions. The interaction between the dropout percentage
and duration was significant, F16,176 = 2.18, p &lt; .01.</p>
      <p>For low latencies, below approximately 40ms, we observed no
significant differences in throughput, consistent with the first
experiment and a previous study [5]. The significant interaction
between latency and dropout percentages seems to be due to the
20% dropout condition, which has a significant drop of
performance, F1,11 = 8.17, p &lt; .05, even at low latencies, whereas
the lower dropout conditions don’t have such behaviour,
F1,11 = 0.09, ns; see Figure 2.</p>
      <p>For dropout durations of up to 80ms, there seems to be no
significant effect on throughput, F4,44 = 0.48, ns. For dropout
percentages up to 5% we observe no significant drop in
performance, relative to the no-dropout condition. Looking at
dropout durations of 160 ms we see a significant drop in
performance above 5%, F1,11 = 24.54, p &lt; .0001, and no drop
before that, F2,22 = 1.93, p = 0.16. However, for lower dropout
durations this transition happens at higher percentages, e.g., after
10%, for 80 ms-long dropouts, as can be observed in Figure 2.</p>
      <p>One of the surprising findings (Exp. 1) was that latency jitter,
that is, variations of latency with time, had little effect on
performance, resulting in the worst case in an 8.5% drop in
performance at 100 ms base latency and jitter with σ = 40 ms.
Compared to the dramatic drops with increasing latency or
dropouts, such a small drop is likely to be of little practical
significance. Moreover, we can hypothesize that a higher, yet
constant, latency could result in worse performance compared to
just keeping the latency variations at their original level.
5.0
4.0</p>
      <p>For small dropout durations (up to 40 ms), dropout percentages
can be relatively large (up to 20%), without noticeable effects on
performance. On the other hand, longer dropouts (e.g. 160 ms)
have significant effects even at low percentages (5% and more).</p>
      <p>While long dropouts have a dramatic impact on performance,
they are encountered in fewer situations, and, overall, their impact
on performance is either similar to, or lighter than the impact of
frequently encountered latency levels. Initial indications exist that
interpolating dropouts by filtering may be of little or no use: for
short intervals – because short dropouts have little effect on
performance, and for large dropouts – due to this not being
feasible. To summarize, while both latency and dropouts have
detrimental effect on pointing performance, normally distributed
latency jitter seems to have no noticeable effects. Filtering in
order to combat latency jitter may actually be harmful, as the
filter-added latency may outweigh any potential advantages.</p>
      <p>Finally, we estimate that both latency and dropout duration are
multiplicative factors for predicting the throughput. This suggests
incorporating them into a homogeneous model for estimating the
human pointing performance in the presence of latency and
dropouts. This is a subject of future research.
[5] Pavlovych, A. and Stuerzlinger, W. 2009. The tradeoff
between spatial jitter and latency in pointing tasks. In Proc.</p>
      <p>EICS '09. ACM Press , 187-196.
[6] So, R. H. Y., and Chung, G. K. M. 2005. Sensory Motor
Responses in Virtual Environments: Studying the Effects of
Image Latencies for Target-directed Hand Movement. IEEE
Engineering in Medicine and Biology Society, 5006-5008.
[7] Software as a service.</p>
      <p>http://en.wikipedia.org/wiki/Software_as_a_Service
[8] Teather, R., Pavlovych, A., Stuerzlinger, W. and MacKenzie,
S. 2009. Effects of tracking technology, latency, and spatial
jitter on object movement, IEEE 3DUI 2009, 43-50.
[9] Ware C., and Balakrishnan, R. 1994. Reaching for objects in
VR displays: lag and frame rate. ACM TOCHI 1, 4, 331-356.</p>
    </sec>
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