Abstract
In gaming, accurately rendering input signals on a display is crucial, both spatially and temporally. However, the asynchronicity between the input and output signal frequencies results in unstable responses called jitter. A recent research modeled this jitter mathematically [2]; however, the effect of jitter on human performance is unknown. In this study, we investigated the empirical effect of asynchronicity-induced jitter using a state-of-the-art high-performance mouse and monitor device. In the first part, perceptual user experience under different jitter levels was examined using the ISO 4120:2004 triangle test protocol, and a jitter of over 0.3 ms could be perceived by sensitive subjects. In the second part, we measured the pointing task performance for different jitter levels using the ISO 9241-9 (i.e., Fitts' law) test, and found that the pointing performance was unaffected up to a jitter of 1 ms. Finally, we recommended display and mouse combinations based on our results, which indicated the need for a higher mouse polling rate than that of the current standard 1000-Hz USB mouse.
| Original language | English |
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| Title of host publication | UIST 2021 - Proceedings of the 34th Annual ACM Symposium on User Interface Software and Technology |
| Publisher | Association for Computing Machinery, Inc |
| Pages | 743-753 |
| Number of pages | 11 |
| ISBN (Electronic) | 9781450386357 |
| DOIs | |
| State | Published - 10 Oct 2021 |
| Event | 34th Annual ACM Symposium on User Interface Software and Technology, UIST 2021 - Virtual, Online, United States Duration: 10 Oct 2021 → 14 Oct 2021 |
Publication series
| Name | UIST 2021 - Proceedings of the 34th Annual ACM Symposium on User Interface Software and Technology |
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Conference
| Conference | 34th Annual ACM Symposium on User Interface Software and Technology, UIST 2021 |
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| Country/Territory | United States |
| City | Virtual, Online |
| Period | 10/10/21 → 14/10/21 |
Bibliographical note
Publisher Copyright:© 2021 ACM.
Keywords
- display refresh rate
- frequency
- game
- jitter
- performance
- polling rate
- resampling