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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 23:01] (aktuell) – [References] 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: | ||
Zeile 47: | Zeile 47: | ||
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, | 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, | ||
====== 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. | ||