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Halbhuber, David ; Henze, Niels ; Schwind, Valentin

Increasing Player Performance and Game Experience in High Latency Systems

Halbhuber, David, Henze, Niels und Schwind, Valentin (2021) Increasing Player Performance and Game Experience in High Latency Systems. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PL), S. 1-20.

Veröffentlichungsdatum dieses Volltextes: 02 Nov 2023 05:07
Artikel
DOI zum Zitieren dieses Dokuments: 10.5283/epub.54944


Zusammenfassung

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work ...

Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system.



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Details

DokumentenartArtikel
Titel eines Journals oder einer ZeitschriftProceedings of the ACM on Human-Computer Interaction
Verlag:Association for Computing Machinery
Band:5
Nummer des Zeitschriftenheftes oder des Kapitels:CHI PL
Seitenbereich:S. 1-20
Datum2021
InstitutionenSprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Professur für Medieninformatik (Prof. Dr. Niels Henze)
Identifikationsnummer
WertTyp
10.1145/3474710DOI
Stichwörter / Keywordslatency, games, artificial neural networks, user performance
Dewey-Dezimal-Klassifikation000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik
700 Künste und Unterhaltung > 793 Spiel
StatusVeröffentlicht
BegutachtetJa, diese Version wurde begutachtet
An der Universität Regensburg entstandenZum Teil
URN der UB Regensburgurn:nbn:de:bvb:355-epub-549446
Dokumenten-ID54944

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