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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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| Dokumentenart | Artikel | ||||
| Titel eines Journals oder einer Zeitschrift | Proceedings 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 | ||||
| Datum | 2021 | ||||
| Institutionen | Sprach- 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 |
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| Stichwörter / Keywords | latency, games, artificial neural networks, user performance | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik 700 Künste und Unterhaltung > 793 Spiel | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Zum Teil | ||||
| URN der UB Regensburg | urn:nbn:de:bvb:355-epub-549446 | ||||
| Dokumenten-ID | 54944 |
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