Perceptual Limits of Visual-Haptic Simultaneity in Virtual Reality Interactions

IEEE World Haptics Conference


The goal of this work is to establish the range of visual-haptic asynchronies that go unnoticed when touching an object. To perform a psychophysical study, however, we would need asynchronous visual-haptic stimuli, but because the contact of the finger with a real object inevitably creates synchronized haptic feedback, here we employ instead a virtual reproduction of the interaction. Participants immersed in a realistic Virtual Reality environment tapped on a virtual object with their index while viewing a fully articulated representation of their hand. Upon tapping, they received haptic feedback in the form of vibration at their fingertip. After each tap, participants judged whether they perceived the view of the contact and the haptic signal to be synchronous or asynchronous and they also reported which of the two seemed to happen first. Despite the difference between the two judgments, results indicate that none of the 19 participants could reliably detect the asynchrony if haptic feedback was presented less than 50ms after the view of the contact with an object. The asynchrony tolerated for haptic before visual feedback was instead only 15ms. These findings can be used as guidelines for haptic feedback in hand-based interactions in Virtual Reality.

Related Publications

All Publications

IEEE WHC - July 6, 2021

Hasti: Haptic and Audio Synthesis for Texture Interactions

Sonny Chan, Chase Tymms, Nicholas Colonnese

The Journal of the Acoustical Society of America - February 4, 2021

Perceptual implications of different Ambisonics-based methods for binaural reverberation

Isaac Engel, Craig Henry, Sebastià V. Amengual Garí, Philip W. Robinson, Lorenzo Picinali

ICASSP - May 13, 2021

Room Impulse Response Interpolation From A Sparse Set Of Measurements Using A Modal Architecture

Orchisama Das, Paul Calamia, Sebastià V. Amengual Garí

IEEE Transactions on Image Processing - August 6, 2021

Subjective and Objective Quality Assessment of 2D and 3D Foveated Video Compression in Virtual Reality

Yize Jin, Meixu Chen, Todd Goodall, Anjul Patney, Alan C. Bovik

To help personalize content, tailor and measure ads, and provide a safer experience, we use cookies. By clicking or navigating the site, you agree to allow our collection of information on and off Facebook through cookies. Learn more, including about available controls: Cookies Policy