Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen Revision Vorhergehende Überarbeitung Nächste Überarbeitung | Vorhergehende Überarbeitung | ||
arbeiten:audiolatency [16.06.2021 15:40] – Maximilian Huber | arbeiten:audiolatency [04.01.2022 14:59] (aktuell) – [Data-Entry] David Halbhuber | ||
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- | Thema : Influence | + | Thema : The effects |
- | Art_thesistypes | + | Art_thesistypes |
- | BetreuerIn_thesisadvisor | + | BetreuerIn_thesisadvisor |
- | BearbeiterIn | + | BearbeiterIn |
- | ErstgutachterIn_thesisprofessor | + | ErstgutachterIn_thesisprofessor |
- | ZweitgutachterIn_secondthesisprofessor : # | + | ZweitgutachterIn_secondthesisprofessor : Valentin Schwind |
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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. | + | 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 a actions. |
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+ | Visual | ||
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+ | However, | ||
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+ | This work investigates if and how auditory latency impacts user experience and performance. | ||
=== Zielsetzung der Arbeit === | === Zielsetzung der Arbeit === | ||
- | An already existing 3d game will be changed | + | To investigate if and how auditory latency impacts |
- | 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. | ||
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[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. | ||