Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games

被引:22
作者
Lee, Injung [1 ]
Kim, Sunjun [2 ]
Lee, Byungjoo [1 ]
机构
[1] Korea Adv Inst Sci & Technol, Daejeon, South Korea
[2] Aalto Univ, Espoo, Finland
来源
CHI 2019: PROCEEDINGS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS | 2019年
基金
新加坡国家研究基金会;
关键词
Latency compensation; moving-target selection; RESPONSE-TIME;
D O I
10.1145/3290605.3300790
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game's geometry design - e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user's error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players' cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments.
引用
收藏
页数:12
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