Geometrically compensating effect of end-to-end latency in moving-target selection games
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A4 Artikkeli konferenssijulkaisussa
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en
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12
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CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
Abstract
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.Description
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Lee, I, Kim, S & Lee, B 2019, Geometrically compensating effect of end-to-end latency in moving-target selection games. in CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems., 560, ACM, ACM SIGCHI Annual Conference on Human Factors in Computing Systems, Glasgow, United Kingdom, 04/05/2019. https://doi.org/10.1145/3290605.3300790