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lehre:ws18:fsm_18ws:group_c:2019-03-18_writing_the_paper [01.04.2019 11:08] fia06900lehre:ws18:fsm_18ws:group_c:2019-03-18_writing_the_paper [01.04.2019 11:13] (aktuell) fia06900
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-====== Abstract ====== 
-"The influence of base latency on task performance and user experience while interacting with a computer system is a well researched topic. Yet, most components of a system do not provide a stable, but a fluctuating intensity of latency. It has not been researched how this variance is taking effect on the dimensions of performance and user experience. This is why we explore how latency and latency variance influence the performance and experience in the context of computer gaming. Before beginning study conception, we identified an adequate measuring method for the latency characteristics of our study prototypes. Next, a preliminary study with 30 participants was conducted using a custom low latency HID and a custom game prototype in order to explore valid parameterization ranges for base latency and latency variance. Based on the insights of the preliminary study, a more extensive main study was conducted, testing the influence of base latency and latency variance in the range of a Fitts’ Law-style game on 33 participants. We could establish the influence of base latency on player performance and the influence of high base latency on pleasure while playing. The results for different latency variances showed no differences, but may be influenced by limitations of our prototype: A setup based on open source and off-the-shelf components and software was chosen for higher replicability of the study, which came with a high end-to-end latency and a reduced the range of absolute latency variances." 
  
-====== Contents ======+ 
 +====== Table of Contents ======
 In order to create an adequate table of contents which let the paper tell a continuous, conclusive story, we had several team meetings and discussion with our supervisor. This is the result: In order to create an adequate table of contents which let the paper tell a continuous, conclusive story, we had several team meetings and discussion with our supervisor. This is the result:
  
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   - **Definining Latency**   - **Definining Latency**
   - **Latency and performance**   - **Latency and performance**
 +  - **Study Design**
 +  - **Results**
 +  - **Discussion**
 +  - **Limitations**
 +  - **Conclusion**
 +  - **Future Work**
  
-We decided not to implement an own chapter "Related work" yet split it thematically: the different components of latency and their definitions and in another section studies of other researchers (MacKenzie, Claypool & Claypool). Their studies are relevant for our research since we decided to conduct our studies with modified games as well.  
  
-  - **Study Design** +====== Explanations and abstracts ======
  
-This was the widest section of the paper. We first describe approaches for measuring end-to-end latency, as Casiez et al. provide for example. This part could be considered moving to the related work chapters, yet we decided to put it to study design in order to tell a continuous, conclusive story with our paper. Our pre study and concept for the main study get presented, as well as the variables described and the hypotheses listed. Those were the following for our research:+We decided not to implement an own chapter "Related work" yet split it thematically: the different components of latency and their definitions and in another section studies of other researchers (MacKenzie, Claypool & Claypool). Their studies are relevant for our research since we decided to conduct our studies with modified games as well.  
 + 
 +//Study Design// was the widest section of the paper. We first describe approaches for measuring end-to-end latency, as Casiez et al. provide for example. This part could be considered moving to the related work chapters, yet we decided to put it to study design in order to tell a continuous, conclusive story with our paper. Our pre study and concept for the main study get presented, as well as the variables described and the hypotheses listed. Those were the following for our research:
  
             * H1: Higher average latency effects lower performance while playing.             * H1: Higher average latency effects lower performance while playing.
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-  - **Results** + 
-            * {{:lehre:ws18:fsm_18ws:group_c:resultsh1png.png?nolink&400|}}   {{:lehre:ws18:fsm_18ws:group_c:resultsh1_2.png?nolink&400|}} +
-  - **Discussion** +
-  - **Limitations**+
 As suggested in the abstract, our study was accompanied by several limitations.  As suggested in the abstract, our study was accompanied by several limitations. 
 First of all, measuring the user experience. As discussed in previous blog entries, we had problems chosing adequate ways measuring UX. We tried two different methods, video annotations and the SAM questionnaire but none of them showed results or just for very high base latency differences.  First of all, measuring the user experience. As discussed in previous blog entries, we had problems chosing adequate ways measuring UX. We tried two different methods, video annotations and the SAM questionnaire but none of them showed results or just for very high base latency differences. 
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 {{:lehre:ws18:fsm_18ws:group_c:limitations.png?nolink&400|}}  {{:lehre:ws18:fsm_18ws:group_c:limitations.png?nolink&400|}} 
-  - **Conclusion** +   
-"Our study takes a step towards better understanding and quantify- ing the effects of latency and latency variance on user experience and performance. For this purpose, we conducted a preliminary study and a more extensive main study to evaluate the influence of latency and latency variance on performance and user experience in the context of gaming. A simple game prototype was developed, which can be configured with custom base latencies and latency variances. We could provide evidence that increasing base latency decreases performance in games containing pointing on moving tar- gets significantly, leading to more off target clicks and lower game scores. Also, we were able to show that a high constant latency (210ms artificially added to the native system latency of 139.167ms) reduces the pleasure while playing. We could not prove that latency variance affects user experience in games, which contain pointing and clicking moving targets, but we would like to allude to the limitations of our prototype, which only provided a narrow range of absolute latency variances, which may not have been distinct enough."+//Conclusion//"Our study takes a step towards better understanding and quantify- ing the effects of latency and latency variance on user experience and performance. For this purpose, we conducted a preliminary study and a more extensive main study to evaluate the influence of latency and latency variance on performance and user experience in the context of gaming. A simple game prototype was developed, which can be configured with custom base latencies and latency variances. We could provide evidence that increasing base latency decreases performance in games containing pointing on moving tar- gets significantly, leading to more off target clicks and lower game scores. Also, we were able to show that a high constant latency (210ms artificially added to the native system latency of 139.167ms) reduces the pleasure while playing. We could not prove that latency variance affects user experience in games, which contain pointing and clicking moving targets, but we would like to allude to the limitations of our prototype, which only provided a narrow range of absolute latency variances, which may not have been distinct enough."
  
-  - **Future Work**+  
          * Replicating the study providing a lower end-to-end latency than ours          * Replicating the study providing a lower end-to-end latency than ours
          * Further exploring of users’ “calibration” to the current system latency          * Further exploring of users’ “calibration” to the current system latency