ABSTRACT

A typical virtual reality (VR) system that can present head-slaved images will contain: a helmet-mounted display, a head position sensor, and an image generator. The image generator will consist of a computer, or a head-slaved camera, or both a computer and a head-slaved camera. Such a system will be referred to as a ‘head-coupled VR system’ and the entire visual field will be called ‘head-coupled virtual environment’. Head-coupled VR systems are subjected to movements, whether they are generated voluntarily or by external vibration. Lags affect the dynamic response of the visual field of head-coupled VR systems to head movements. The lag has previously been called ‘transmission lag’ and ‘display lag’. In a head-coupled virtual environment, the characteristics of head motion depend on the tasks. The effect of lags on head tracking responses has been modelled as the sum of two components: an input-correlated response, and the remnant.