Do We Need a Faster Mouse? Empirical Evaluation of Asynchronicity-Induced Jitter
Authors
Game UX & Player BehaviorGamification DesignGame Developers & DesignersAthletes & Fitness Enthusiasts
Title of the Paper
Do We Need a Faster Mouse? Empirical Evaluation of Asynchronicity-Induced Jitter
Paper Information
- Field of Study: Synchronization and performance evaluation of mouse and display devices in human-computer interaction
- Keywords: Jitter, frequency, resampling, polling rate, display refresh rate, performance, gaming
Research Background and Problem
- Problems and Challenges:
- Signal frequency asynchrony between input devices (e.g., mouse) and output devices (e.g., display) induces spatiotemporal jitter, impacting user experience.
- There is a lack of data on the impact of jitter on human performance, and quantitative analysis of the perceptual threshold for jitter is limited.
- Whether the high polling rate of USB mice (currently an industry standard of 1000 Hz) is sufficient to improve device performance remains an unresolved question.
- Significance:
- In high-speed mouse input and high-refresh-rate display environments (e.g., high-end gaming setups), synchronization issues may become prominent, affecting task performance and user experience.
- Research Motivation:
- To experimentally determine the actual jitter magnitude under different combinations of polling rates and refresh rates.
- To explore the perceptual threshold of jitter and its impact on task performance.
Solution
- Research Methodology:
- Use theoretical models to calculate spatiotemporal jitter under different input-output frequency combinations and validate the model's accuracy on actual desktop computer systems.
- Build an experimental platform using high-performance mice and displays to analyze the impact of jitter on perceptual ability and task performance.
- Key Techniques:
- Design and implement ISO standard experiments:
- ISO 4120:2004 Triangle Test to analyze users' ability to perceive jitter.
- ISO 9241-9 Fitts’ Law Test to quantify the impact of jitter on pointing task performance.
- Develop a custom high-precision cursor tracking tool to validate the accuracy of the jitter model.
- Design and implement ISO standard experiments:
- Implementation Steps:
- Simulate cursor trajectories to validate the theoretical model's spatiotemporal jitter calculations.
- Conduct experiments to observe and quantitatively analyze users' ability to perceive different levels of jitter.
- Recruit high-level players to test the impact of jitter on task performance.
Research Findings
- Key Discoveries:
- Jitter Perception Threshold: Spatiotemporal jitter below 0.3 ms is imperceptible to most users, while jitter above 0.3 ms is easily noticeable, especially on high-refresh-rate displays.
- Performance Impact: Jitter from different combinations of polling rates and refresh rates below a certain threshold (e.g., 0.306 ms) has no significant impact on users' pointing task performance.
- Experimental and Evaluation Results:
- Comparison of theoretical and experimental jitter validation: The consistency between the experimental and theoretical jitter models was very high.
- A 1000 Hz mouse polling rate is close to the critical threshold for perceptible jitter, but a slightly higher polling rate (e.g., 2000 Hz or above) is recommended to further reduce jitter.
- High-ranking players (top 20%) using high-end equipment configurations can control jitter within the perceptual threshold, ensuring an unaffected gaming experience.
- Recommendations:
- Recommended hardware combinations: Optimal matching of display refresh rate and mouse polling rate is essential. For instance, a 2000 Hz mouse performs excellently across all current display refresh rate ranges.
- Limitations and Future Directions:
- The experiments were limited to a single task type (short-term tests) and a single cursor style.
- The study primarily focused on male participants, and further research is needed to generalize findings across other genders.
- The impact of mouse acceleration was not comprehensively evaluated.
- Future research should expand testing scenarios (e.g., head-mounted displays, haptic feedback) and conduct longer-term longitudinal experiments.
Research Questions / Practical Problems
Question signals indexed for this paper.
help
Research Questions
3- What is the impact of spatiotemporal jitter when input devices (e.g., mouse) and output devices (e.g., display) have unsynchronized signal frequencies on user performance?Category: Input Performance, Accidental Touch Control, and Interaction EfficiencySimilar questionsarrow_forward
- What is users' perceptual threshold for spatiotemporal jitter?Category: Input Performance, Accidental Touch Control, and Interaction EfficiencySimilar questionsarrow_forward
- Is the current industry-standard 1000 Hz mouse polling rate sufficient to reduce jitter and improve performance?Category: Input Performance, Accidental Touch Control, and Interaction EfficiencySimilar questionsarrow_forward
lightbulb
Practical Problems
1- In high-end gaming, mouse-display desynchronization causes unsmooth operation.Category: Input Performance, Accidental Touch Control, and Interaction EfficiencySimilar questionsarrow_forward
- 75%
Gamification for Self-Tracking: From World of Warcraft to the Design of Personal Informatics Systems
CHI '18· Gamification Design
- 75%
Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks
CHI '19· Game UX & Player Behavior +1
- 75%
Dynamic Difficulty Adjustment Impact on Players' Confidence
CHI '19· Game UX & Player Behavior +1
- 75%
How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance
CHI '24· Game UX & Player Behavior +1
- 75%
Change is Hard: Consistent Player Behavior Across Games with Conflicting Incentives
CHI '26· Game UX & Player Behavior +1
- 75%
Breaking Rotational Symmetry: Minimal Landmarks Stabilize Orientation in Screen-Based 3D Games
CHI '26· Game UX & Player Behavior +1
- 75%
Not All Those Who (Mind-)Wander Are Lost: Exploring Game-Unrelated Thoughts
DIS '24· Game UX & Player Behavior +1
- 60%
Playing to Wait: A Taxonomy of Idle Games
CHI '18· Game UX & Player Behavior +1
- 60%
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
CHI '18· Serious & Functional Games +1
- 60%
The Effects of Badges and Avatar Identification on Play and Making in Educational Games
CHI '18· Game UX & Player Behavior +1
Based on Jaccard similarity of research subtopics & professions (≥60%)
Quick Actions
AdRecommended
Learn AI Coding at CodeNow
open_in_newOpen DOI Link
DOI: https://doi.org/10.1145/3472749.3474783
At a Glance
fact_checkPaper Snapshot
dataset
Source
UIST
calendar_month
Year
2021
emoji_events
Award
No award tagged
group
Authors
3 authors
sell
Subtopics
Game UX & Player Behavior, Gamification Design
work
Professions
Game Developers & Designers, Athletes & Fitness Enthusiasts
article
Content Status
Full text indexed
hub
Related Papers
10 related papers