Jove
Visualize
Contact Us
JoVE
x logofacebook logolinkedin logoyoutube logo
ABOUT JoVE
OverviewLeadershipBlogJoVE Help Center
AUTHORS
Publishing ProcessEditorial BoardScope & PoliciesPeer ReviewFAQSubmit
LIBRARIANS
TestimonialsSubscriptionsAccessResourcesLibrary Advisory BoardFAQ
RESEARCH
JoVE JournalMethods CollectionsJoVE Encyclopedia of ExperimentsArchive
EDUCATION
JoVE CoreJoVE BusinessJoVE Science EducationJoVE Lab ManualFaculty Resource CenterFaculty Site
Terms & Conditions of Use
Privacy Policy
Policies

Related Concept Videos

Inertial Frames of Reference01:03

Inertial Frames of Reference

7.0K
Newton’s first law is usually considered to be a statement about reference frames. It provides a method for identifying a special type of reference frame: the inertial reference frame. In principle, we can make the net force on a body zero. If its velocity relative to a given frame is constant, then that frame is said to be inertial. So, by definition, an inertial reference frame is a reference frame where Newton's first law holds valid. Newton's first law applies to objects with...
7.0K
Non-inertial Frames of Reference01:27

Non-inertial Frames of Reference

5.8K
A reference frame accelerating or decelerating relative to an inertial frame is a non-inertial frame. To help understand this, consider what taking off in an airplane, turning a corner in a car, riding a merry-go-round, and the circular motion of a tropical cyclone all have in common. All these systems are accelerating, decelerating, or rotating relative to the Earth; hence, they all are non-inertial frames. All these systems exhibit inertial forces, which merely seem to arise from motion,...
5.8K
Relative Motion Analysis using Rotating Axes - Acceleration01:22

Relative Motion Analysis using Rotating Axes - Acceleration

327
Consider a component AB undergoing a linear motion. Along with a linear motion, point B also rotates around point A. To comprehend this complex movement, position vectors for both points A and B are established using a stationary reference frame. The absolute velocity of point B is determined by adding the absolute velocity of point A, the relative velocity of point B in the rotating frame, and the effects caused by the angular velocity within the rotating frame.
Time differentiation is...
327

You might also read

Related Articles

Articles linked to this work by shared authors, journal, and citation graph.

Sort by
Same author

p38 MAP kinase senses short-chain fatty acids to attenuate Toll-like receptor signaling and intestinal inflammation.

Science advances·2026
Same author

Associations of 24-Hour Accelerometer-Measured Movement Behaviors with Chronic Liver Disease and the Mediating Role of Proteomics and Metabolomics.

Medicine and science in sports and exercise·2026
Same author

Lung Cancer Incidence and Mortality after Negative Low-Dose CT Screening Results.

Chest·2026
Same author

Protocol for Developing and Validating a Multimarker-Clinical Prediction Model of SGLT2 Inhibitor-Induced Acute eGFR Dip in CKD Stages 3-4: A Three-Stage Urinary Proteomics Study.

Life (Basel, Switzerland)·2026
Same author

Prediction of Ki-67 expression in hepatocellular carcinoma: a dual-center study based on T2-weighted imaging habitat analysis.

Radiology and oncology·2026
Same author

Impact of area socioeconomic deprivation on major adverse renal events in patients with acute kidney injury: a retrospective cohort study of a single-center national patient population.

Annals of medicine·2026

Related Experiment Video

Updated: Jun 14, 2025

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
03:49

Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator

Published on: May 19, 2023

897

Evaluating and Modeling the Effect of Frame Rate on Steering Performance in Virtual Reality.

Yushi Wei, Rongkai Shi, Anil Ufuk Batmaz

    IEEE Transactions on Visualization and Computer Graphics
    |August 29, 2024
    PubMed
    Summary

    Frame rate impacts virtual reality (VR) steering tasks. New models predict user movement time and speed more accurately, improving existing methods by over 17%.

    More Related Videos

    Controlled Rotation of Human Observers in a Virtual Reality Environment
    09:11

    Controlled Rotation of Human Observers in a Virtual Reality Environment

    Published on: April 21, 2022

    2.5K
    WheelCon: A Wheel Control-Based Gaming Platform for Studying Human Sensorimotor Control
    08:18

    WheelCon: A Wheel Control-Based Gaming Platform for Studying Human Sensorimotor Control

    Published on: August 15, 2020

    4.9K

    Related Experiment Videos

    Last Updated: Jun 14, 2025

    Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator
    03:49

    Evaluating Flight Performance and Eye Movement Patterns Using Virtual Reality Flight Simulator

    Published on: May 19, 2023

    897
    Controlled Rotation of Human Observers in a Virtual Reality Environment
    09:11

    Controlled Rotation of Human Observers in a Virtual Reality Environment

    Published on: April 21, 2022

    2.5K
    WheelCon: A Wheel Control-Based Gaming Platform for Studying Human Sensorimotor Control
    08:18

    WheelCon: A Wheel Control-Based Gaming Platform for Studying Human Sensorimotor Control

    Published on: August 15, 2020

    4.9K

    Area of Science:

    • Human-Computer Interaction
    • Virtual Reality

    Background:

    • Frame rate is known to affect user behavior in fast-response tasks.
    • Its influence on steering tasks in virtual reality (VR) is less understood.
    • Steering tasks involve navigating an object along a path, typically not requiring rapid reactions.

    Purpose of the Study:

    • To understand and model user steering behavior in VR.
    • To predict movement time based on task complexity and frame rate.
    • To quantify the impact of frame rate on steering performance.

    Main Methods:

    • Conducted a user study involving a steering task in VR.
    • Varied factors including frame rate, path length, width, and radius of curvature.
    • Developed two predictive models based on collected user behavior data.

    Main Results:

    • Quantified the effects of frame rate on steering performance.
    • Developed models showing the best fit ([Formula: see text]).
    • Achieved over 17% improvement in movement time prediction accuracy compared to existing models.

    Conclusions:

    • The developed models accurately predict user movement time and speed in VR steering tasks.
    • Models demonstrate robustness across different VR tasks and frame rates.
    • Findings provide valuable insights for optimizing VR experience design.