From Perception to Cognition: How Latency Affects Interaction Fluency and Social Presence in VR Conferencing

📅 2026-03-10
📈 Citations: 0
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🤖 AI Summary
This study addresses the critical yet poorly understood impact of end-to-end latency in VR-mediated remote meetings on user interaction fluency and social presence. To elucidate the underlying perceptual and cognitive mechanisms, the authors propose a novel dual-layer “perception–cognition” analytical framework, mapping interaction fluency to perceived responsiveness and social presence to cognitive comprehensibility. Through a controlled experiment, they quantitatively assess these constructs using Absolute Category Rating (ACR) and the Networked Minds Social Presence Inventory (NMSPI). The findings reveal distinct mechanisms by which latency differentially affects user experience in VR versus traditional video conferencing, offering empirical evidence and actionable design guidance for optimizing immersive communication systems.

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📝 Abstract
Virtual reality (VR) conferencing has the potential to provide geographically dispersed users with an immersive environment, enabling rich social interactions and user experience using avatars. However, remote communication in VR inevitably introduces end-to-end (E2E) latency, which can significantly impact user experience. To clarify the impact of latency, we conducted subjective experiments to analyze how it influences interaction fluency from the perspective of quality perception and social presence from the perspective of social cognition, comparing VR conferencing with traditional video conferencing (VC). Specifically, interaction fluency emphasizes user perception of interaction pace and responsiveness and is assessed using Absolute Category Rating (ACR) method. In contrast, social presence focuses on the cognitive understanding of interaction, specifically whether individuals can comprehend the intentions, emotions, and behaviors expressed by others. It is primarily measured using the Networked Minds Social Presence Inventory (NMSPI). Building on this analysis, we further investigate the relationship between interaction fluency and social presence under different latency conditions to clarify the underlying perceptual and cognitive mechanisms. The findings from these subjective tests provide meaningful insights for optimizing the related systems, helping to improve interaction fluency and enhancing social presence in immersive virtual environments.
Problem

Research questions and friction points this paper is trying to address.

latency
interaction fluency
social presence
virtual reality conferencing
user experience
Innovation

Methods, ideas, or system contributions that make the work stand out.

latency
interaction fluency
social presence
VR conferencing
subjective evaluation
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Jiarun Song
Jiarun Song
Xidian University
N
Ninghao Wan
School of Telecommunications Engineering, Xidian University, Xi’an, 710071, China
F
FuZheng Yang
School of Telecommunications Engineering, Xidian University, China; and School of Electrical and Computer Engineering, Royal Melbourne Institute of Technology, Melbourne, VIC 3001, Australia
Weisi Lin
Weisi Lin
President's Chair Professor in Computer Science, CCDS, Nanyang Technological Unversity
Perception-inspired signal modelingperceptual multimedia quality evaluationvideo compressionimage processing & analysis