arbeiten:audiolatency

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arbeiten:audiolatency [02.06.2021 16:17] – Aufgaben hinzugefügt und alles auf englisch Maximilian Huberarbeiten: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 channelbut 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. The values ​​are logged and statistically evaluatedA questionnair is used to measure user experience.+An already existing 3d game will be changed by adding sound to all enemies and changing the mechanics slightlyAfterwards, in a second version of the game a delay will be added to all sounds.  
 + 
 +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 surviveAdditionally, a questionnaire will be used to measure game experience
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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.