Geometrically compensating effect of end-to-end latency in moving-target selection games
| dc.contributor | Aalto-yliopisto | fi |
| dc.contributor | Aalto University | en |
| dc.contributor.author | Lee, Injung | en_US |
| dc.contributor.author | Kim, Sunjun | en_US |
| dc.contributor.author | Lee, Byungjoo | en_US |
| dc.contributor.department | Department of Communications and Networking | en |
| dc.contributor.groupauthor | User Interfaces | en |
| dc.contributor.organization | Korea Advanced Institute of Science and Technology | en_US |
| dc.date.accessioned | 2019-09-03T13:50:49Z | |
| dc.date.available | 2019-09-03T13:50:49Z | |
| dc.date.issued | 2019-05-02 | en_US |
| dc.description.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. | en |
| dc.description.version | Peer reviewed | en |
| dc.format.extent | 12 | |
| dc.format.mimetype | application/pdf | en_US |
| dc.identifier.citation | 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 | en |
| dc.identifier.doi | 10.1145/3290605.3300790 | en_US |
| dc.identifier.isbn | 9781450359702 | |
| dc.identifier.other | PURE UUID: f12b3ec9-2e7b-488e-90fa-8e2cd6700606 | en_US |
| dc.identifier.other | PURE ITEMURL: https://research.aalto.fi/en/publications/f12b3ec9-2e7b-488e-90fa-8e2cd6700606 | en_US |
| dc.identifier.other | PURE FILEURL: https://research.aalto.fi/files/36258503/ELEC_Lee_Geometrically_compensating_chi.pdf | |
| dc.identifier.uri | https://aaltodoc.aalto.fi/handle/123456789/40149 | |
| dc.identifier.urn | URN:NBN:fi:aalto-201909035191 | |
| dc.language.iso | en | en |
| dc.relation.fundinginfo | This research was supported by the National Research Foundation of Korea (2017R1C1B2002101, 2018R1A5A7025409). SK’s research was funded by the Aalto University Seed Funding Grant GamerLab. | |
| dc.relation.ispartof | ACM SIGCHI Annual Conference on Human Factors in Computing Systems | en |
| dc.relation.ispartofseries | CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems | en |
| dc.rights | openAccess | en |
| dc.subject.keyword | Latency compensation | en_US |
| dc.subject.keyword | Moving-target selection | en_US |
| dc.title | Geometrically compensating effect of end-to-end latency in moving-target selection games | en |
| dc.type | A4 Artikkeli konferenssijulkaisussa | fi |
| dc.type.version | acceptedVersion |
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