Abstract
Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game’s geometry design – e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user’s error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players’ cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments.
Original language | English |
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Title of host publication | CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems |
Publisher | ACM |
Number of pages | 12 |
ISBN (Electronic) | 9781450359702 |
DOIs | |
Publication status | Published - 2 May 2019 |
MoE publication type | A4 Article in a conference publication |
Event | ACM SIGCHI Annual Conference on Human Factors in Computing Systems - Glasgow, United Kingdom Duration: 4 May 2019 → 9 May 2019 https://chi2019.acm.org/ |
Conference
Conference | ACM SIGCHI Annual Conference on Human Factors in Computing Systems |
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Abbreviated title | ACM CHI |
Country/Territory | United Kingdom |
City | Glasgow |
Period | 04/05/2019 → 09/05/2019 |
Internet address |
Keywords
- Latency compensation
- Moving-target selection