Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende Überarbeitung | Letzte ÜberarbeitungBeide Seiten der Revision | ||
lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 22:55] – [Latency in Games] fia06900 | lehre:ws18:fsm_18ws:group_c:2019-02-18_related_work [18.02.2019 22:56] – [Latency in Games] fia06900 | ||
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A field on which latency has an important impact, are games. This was also the topic of Andrea’s literature review where she found out, that ‘Mark and Kajal Claypool have provided a solid foundation of research regarding latency in games, being cited by the majority of other researchers in this field (Fischer, 2018).’ They classify games in the following categories: first person avatar, third person avatar and omnipresent (Claypool & Claypool, 2006) and provide an overview about the different phases of a game and the impact of latency on each is given (this is listed very shortly without further explanations). During the first two phases - setup and synchronization - the players do not get affected significantly by latency. The most important part of a game is the play phase, where latency impacts the player actions and the gaming experience. The transition phase is not affected by latency as well. For a better understanding of their study, which is summarized in the following, there is a short explanation what the two player actions are. The first one - deadline - is the time an action takes to complete and the second one - precision - is the accuracy needed by the player for that action (Claypool & Claypool, 2015). | A field on which latency has an important impact, are games. This was also the topic of Andrea’s literature review where she found out, that ‘Mark and Kajal Claypool have provided a solid foundation of research regarding latency in games, being cited by the majority of other researchers in this field (Fischer, 2018).’ They classify games in the following categories: first person avatar, third person avatar and omnipresent (Claypool & Claypool, 2006) and provide an overview about the different phases of a game and the impact of latency on each is given (this is listed very shortly without further explanations). During the first two phases - setup and synchronization - the players do not get affected significantly by latency. The most important part of a game is the play phase, where latency impacts the player actions and the gaming experience. The transition phase is not affected by latency as well. For a better understanding of their study, which is summarized in the following, there is a short explanation what the two player actions are. The first one - deadline - is the time an action takes to complete and the second one - precision - is the accuracy needed by the player for that action (Claypool & Claypool, 2015). | ||
- | A bachelor thesis of Mark Claypool’s students (Christopher Burgess, // | + | A bachelor thesis of Mark Claypool’s students (Christopher Burgess, |
Besides this game, another game was manipulated: | Besides this game, another game was manipulated: |