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 16:17] – Aufgaben hinzugefügt und alles auf englisch Maximilian Huber | arbeiten:audiolatency [16.06.2021 15:40] – Maximilian Huber | ||
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=== Hintergrund === | === Hintergrund === | ||
- | Generally speaking, latency is the difference in time between cause and effect. In human-computer interaction (HCI), latency is the time that passes before a user perceives the reactions to his actions. The perception is not limited to one channel, but can be auditory, visual or haptic in nature [1]. High latency leads to poor performance and user experience in the HCI[2, 3]. Video games are also affected by these negative effects. Players score fewer points, need more time to work on certain tasks, or can not solve certain tasks at all [4, 5]. | + | Generally speaking, latency is the difference in time between cause and effect. In human-computer interaction (HCI), latency is the time that passes before a user perceives the reactions to his actions. The perception is not limited to one channel but can be auditory, visual or haptic in nature [1]. High latency leads to poor performance and user experience in the HCI[2, 3]. Video games are also affected by these negative effects. Players score fewer points, need more time to work on certain tasks, or can not solve certain tasks at all [4, 5]. |
=== Zielsetzung der Arbeit === | === Zielsetzung der Arbeit === | ||
- | Sound with changeable latentz is added to an already existing 3d game. A user study is then carried out where the participants play the same game both with and without audio latency. | + | An already existing 3d game will be changed by adding sound to all enemies and changing the mechanics slightly. Afterwards, in a second version of the game a delay will be added to all sounds. |
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+ | 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. | ||
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+ | 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. | ||