Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen Revision Vorhergehende Überarbeitung Nächste Überarbeitung | Vorhergehende Überarbeitung Nächste ÜberarbeitungBeide Seiten der Revision | ||
arbeiten:audiolatency [02.06.2021 13:05] – David Halbhuber | arbeiten:audiolatency [17.06.2021 13:42] – Maximilian Huber | ||
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---- dataentry StudentischeArbeit ---- | ---- dataentry StudentischeArbeit ---- | ||
- | Thema : Einfluss von auditiver Latenz auf Gaming Experience und Player Performance | + | Thema : Influence of auditory latency on game experience and player performance |
Art_thesistypes | Art_thesistypes | ||
BetreuerIn_thesisadvisor | BetreuerIn_thesisadvisor | ||
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=== Hintergrund === | === Hintergrund === | ||
- | Latenz ist, allgemein betrachtet, die Zeitverzögerung zwischen Ursache und Auswirkung. In der Mensch-Maschine-Interaktion | + | Generally speaking, latency is the difference in time between cause and effect. In human-computer interaction |
+ | |||
+ | High latency leads to poor performance and user experience | ||
+ | |||
+ | The sounds of a game are important to how users feel while playing and how well they perform in-game. Therefore, developers have placed a steadily increasing focus on audio and sounds in games[6]. | ||
+ | |||
+ | Since the proliferation of wireless headphones there has been a discussion on the differences between wired and wireless [7]. Most wireless headphones use Bluetooth, a short-range communication method. In order to send the sound to the headphones, Bluetooth compresses the data before sending it and then unpacks it afterwards to play the sounds [8, 9]. | ||
+ | This process of compressing and unpacking takes some time, which is one of the reasons wireless methods have a greater latency. | ||
+ | |||
+ | This work wants to find out, if and how this latency impacts user experience and performance. | ||
- | Diese Studien testen alle visuelle Latenz, der Effekt von auditiver Latenz ist noch nicht untersucht. Viele Headsets, unabhängig von Kabel, Bluetooth oder anderes, werben mit einer geringeren Latenz um höhere Preise zu verlangen. In einer Studie soll untersucht werden ob eine verringerte auditive Latenz tatsächlich zu besserer Performance und Experience führt. | ||
=== Zielsetzung der Arbeit === | === Zielsetzung der Arbeit === | ||
- | Es wird in ein bereits existierendes | + | An already existing |
+ | |||
+ | To test whether/how this influences users, a study is then carried out where the participants play the same game once with and once without audio latency. To gather the data we will log the scores and the time enemies survive. Additionally, | ||
+ | |||
+ | To evaluate the quantitative data differences statistical tests will be used. The goal is to determine if and how latency on audio affects the user. | ||
=== Konkrete Aufgaben === | === Konkrete Aufgaben === | ||
- | Nach Absprache mit dem Betreuer. | + | * Literature research |
+ | * Implementing sound to an existing video game | ||
+ | * Conduct a user study | ||
+ | * Evaluate the data | ||
+ | * Write the scientific paper | ||
=== Erwartete Vorkenntnisse === | === Erwartete Vorkenntnisse === | ||
- | Keine | + | * Programming in unity and c# |
+ | * Data analysis | ||
=== Weiterführende Quellen === | === Weiterführende Quellen === | ||
Zeile 46: | Zeile 63: | ||
[4] Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E. & Claypool, M. (2004). The effects of loss and latency on user performance in unreal tournament 2003®. In Proceedings of 3rd acm sigcomm workshop on network and system support for games (S. 144–151). New York, NY, USA: Association for Computing Machinery. doi: 10.1145/ | [4] Beigbeder, T., Coughlan, R., Lusher, C., Plunkett, J., Agu, E. & Claypool, M. (2004). The effects of loss and latency on user performance in unreal tournament 2003®. In Proceedings of 3rd acm sigcomm workshop on network and system support for games (S. 144–151). New York, NY, USA: Association for Computing Machinery. doi: 10.1145/ | ||
[5] Eg, R., Raaen, K. & Claypool, M. (2018). Playing with delay: With poor timing comes poor performance, | [5] Eg, R., Raaen, K. & Claypool, M. (2018). Playing with delay: With poor timing comes poor performance, | ||
+ | [6] Andersen, F., King, C. L., & Gunawan, A. A. (2021). Audio Influence on Game Atmosphere during Various Game Events. Procedia Computer Science, 179, 222-231. | ||
+ | [7] https:// | ||
+ | [8] Cassioli, D., Detti, A., Loreti, P., Mazzenga, F., & Vatalaro, F. (2002, May). The Bluetooth technology: state of the art and networking aspects. In International Conference on Research in Networking (pp. 479-490). Springer, Berlin, Heidelberg. | ||
+ | [9] Hussein, A. F., Hashim, S. J., Aziz, A. F. A., Rokhani, F. Z., & Adnan, W. A. W. (2017). A real time ECG data compression scheme for enhanced bluetooth low energy ECG system power consumption. Journal of Ambient Intelligence and Humanized Computing, 1-14. | ||