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lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 22:56] – [Latency in Games] fia06900lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 23:01] (aktuell) – [References] fia06900
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 In their paper ‘On Latency and Player Actions in Online Games‘ they present the following graphic and sum their results up: ‘[...] Above the grey region, quality is generally acceptable while below the gray region, quality is generally unnacceptable [sic!] (Claypool & Claypool, 2016, page 12).’ In their paper ‘Latency can kill: precision and deadline in online games’ they stated acceptable limits to response times of the system. They claim that ’[a] common conception among game players is that network latencies below 100 milliseconds are essential for unimpaired game play, with maximum tolerable latencies being just over 100 milliseconds, regardless of the game genre (Claypool & Claypool, 2010, page 6).’ In their paper ‘On Latency and Player Actions in Online Games‘ they present the following graphic and sum their results up: ‘[...] Above the grey region, quality is generally acceptable while below the gray region, quality is generally unnacceptable [sic!] (Claypool & Claypool, 2016, page 12).’ In their paper ‘Latency can kill: precision and deadline in online games’ they stated acceptable limits to response times of the system. They claim that ’[a] common conception among game players is that network latencies below 100 milliseconds are essential for unimpaired game play, with maximum tolerable latencies being just over 100 milliseconds, regardless of the game genre (Claypool & Claypool, 2010, page 6).’
 ====== References ====== ====== References ======
- +  * Bockes et al. (2018): LagBox – Measuring the Latency of USB-Connected Input Devices. 
- +  * Bradley and Lang (1994): Measuring emotion The self-assessment manikin and the semantic differential.  
 +  * Burgess & Roy (2009): Quantifying the Effect of Latency on Game Actions in BZFlag  
 +  * Casiez et al. (2015): Looking through the Eye of the Mouse: A Simple Method for Measuring End-to-end Latency using an Optical Mouse. 
 +  * Casiez et al. (2017): Characterizing Latency in Touch and Button-Equipped Interactive Systems.  
 +  * Claypool & Claypool (2006): On Latency and Player Actions in Online Games. 
 +  * Claypool & Claypool (2010): Latency can kill: precision and deadline in online games. 
 +  * Claypool & Claypool (2015): A taxonomy for player actions with latency in network games. 
 +  * Demleitner (2018): A Review of Fitts' Law and Latency of Input Devices.  
 +  * Fischer (2018): Latency in Games.  
 +  * MacKenzie (1991): A Comparison of Input Devices in Element Pointing and Dragging Tasks:  
 +  * Maierhöfer (2018): Latency and Fitts' Law. 
 +  * Martens et al. (2018): Effects of low-range latency on performance and perception in a virtual, unstable second-order control task. 
 +  * Wilson (2009): Exploring Input Lag Inside and Out.