Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen Revision Vorhergehende Überarbeitung Nächste Überarbeitung | Vorhergehende ÜberarbeitungLetzte ÜberarbeitungBeide Seiten der Revision | ||
arbeiten:audiolatency [02.06.2021 13:05] – David Halbhuber | arbeiten:audiolatency [18.10.2021 09:01] – David Halbhuber | ||
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- | Thema : Einfluss von auditiver Latenz auf Gaming Experience und Player Performance | + | Thema : The effects of auditory latency on game experience and player performance |
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- | ErstgutachterIn_thesisprofessor | + | ErstgutachterIn_thesisprofessor |
- | ZweitgutachterIn_secondthesisprofessor : # | + | ZweitgutachterIn_secondthesisprofessor : Valentin Schwind |
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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 |
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+ | Visual latency leads to poor performance and user experience | ||
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+ | However, | ||
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+ | This work investigates if and how auditory 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 3d Spiel Sound mit veränderbarer Latent hinzugefügt. Anschließend wird eine User study durchgeführt, | + | To investigate if and how auditory latency impacts game experience and player performance by conducting a user study. |
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=== 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 === | ||
[1] Latency. (2021). Wikipeda. https:// | [1] Latency. (2021). Wikipeda. https:// | ||
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[2] Jota, R., Ng, A., Dietz, P. & Wigdor, D. (2013). How fast is fast enough? a study of the effects of latency in direct-touch pointing tasks. In Proceedings of the sigchi conference on human factors in computing systems (S. 2291–2300). New York, NY, USA: Association for Computing Machinery. doi: 10.1145/ | [2] Jota, R., Ng, A., Dietz, P. & Wigdor, D. (2013). How fast is fast enough? a study of the effects of latency in direct-touch pointing tasks. In Proceedings of the sigchi conference on human factors in computing systems (S. 2291–2300). New York, NY, USA: Association for Computing Machinery. doi: 10.1145/ | ||
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[3] Annett, M., Anderson, F., Bischof, W. F. & Gupta, A. (2014). The pen is mightier: Understanding stylus behaviour while inking on tablets. In Proceedings of graphics interface 2014 (S. 193–200). CAN: Canadian Information Processing Society. doi: 10.5555/ | [3] Annett, M., Anderson, F., Bischof, W. F. & Gupta, A. (2014). The pen is mightier: Understanding stylus behaviour while inking on tablets. In Proceedings of graphics interface 2014 (S. 193–200). CAN: Canadian Information Processing Society. doi: 10.5555/ | ||
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[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/ | ||
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[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. | ||
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+ | [7] https:// | ||
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+ | [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. | ||
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+ | [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. | ||