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Geometrically compensating effect of end-to-end latency in moving-target selection games

  • Injung Lee
  • , Sunjun Kim
  • , Byungjoo Lee
  • Korea Advanced Institute of Science and Technology

Tutkimustuotos: Artikkeli kirjassa/konferenssijulkaisussaConference article in proceedingsScientificvertaisarvioitu

44 Sitaatiot (Scopus)
483 Lataukset (Pure)

Abstrakti

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.

AlkuperäiskieliEnglanti
OtsikkoCHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
KustantajaACM
Sivumäärä12
ISBN (elektroninen)9781450359702
DOI - pysyväislinkit
TilaJulkaistu - 2 toukok. 2019
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisussa
TapahtumaACM SIGCHI Annual Conference on Human Factors in Computing Systems - Glasgow, Iso-Britannia
Kesto: 4 toukok. 20199 toukok. 2019
https://chi2019.acm.org/

Conference

ConferenceACM SIGCHI Annual Conference on Human Factors in Computing Systems
LyhennettäACM CHI
Maa/AlueIso-Britannia
KaupunkiGlasgow
Ajanjakso04/05/201909/05/2019
www-osoite

Rahoitus

This research was supported by the National Research Foundation of Korea (2017R1C1B2002101, 2018R1A5A7025409). SK’s research was funded by the Aalto University Seed Funding Grant GamerLab.

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