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http://hdl.handle.net/1942/13047
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DC Field | Value | Language |
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dc.contributor.author | BEZNOSYK, Anastasiia | - |
dc.contributor.author | QUAX, Peter | - |
dc.contributor.author | CONINX, Karin | - |
dc.contributor.author | LAMOTTE, Wim | - |
dc.date.accessioned | 2012-01-20T14:31:39Z | - |
dc.date.available | 2012-01-20T14:31:39Z | - |
dc.date.issued | 2011 | - |
dc.identifier.citation | Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, p. 351-354 | - |
dc.identifier.isbn | 978-1-4503-1060-4 | - |
dc.identifier.uri | http://hdl.handle.net/1942/13047 | - |
dc.description.abstract | Like most applications deployed on the Internet, modern multiplayer games are subject to the impact of transmission delays and the variability thereof. These delays can be introduced either by the physical limitations of signal transmission speed or overload and queuing problems in intermediate nodes. The influence of this delay is far-reaching and impacts most interactive applications. More specifically, quantitative and qualitative studies have been conducted on competitive game genres, such as first person shooter and racing games. In contrast, this work investigates how network delay affects player experience in cooperative games, where players have to interact with shared objects and obstacles. In this game genre, one might expect an increased sensitivity to detrimental network factors due to the reliance on the (near-)perfect synchronization of actions between participants. In this paper, a series of consecutive user tests were carried out with one of the most recent games, Little Big Planet 2; which focuses primarily on the cooperative aspect. Analysis has shown that delays over 100 ms significantly decrease player performance and the way in which network quality is perceived. At the same time jitter negatively affects user performance, though players do not perceive this impairment as disturbing. | - |
dc.language.iso | en | - |
dc.publisher | ACM | - |
dc.title | Influence of Network Delay and Jitter on Cooperation in Multiplayer Games | - |
dc.type | Proceedings Paper | - |
local.bibliographicCitation.conferencedate | 13-15 december 2011 | - |
local.bibliographicCitation.conferencename | ACM SIGGRAPH VRCAI 2011 | - |
local.bibliographicCitation.conferenceplace | Hong Kong | - |
dc.identifier.epage | 354 | - |
dc.identifier.spage | 351 | - |
local.bibliographicCitation.jcat | C1 | - |
local.publisher.place | New York | - |
dc.relation.references | DICK, M., WELLNITZ, O., AND WOLF, L. 2005. Analysis of factors affecting players’ performance and perception in multiplayer games. In Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games, ACM, 1–7. GARAPATI, N., 2009. Delay impact on gaming experience for a first person shooter game, available at http://www.bth.se/. HEMMINGER, S. 2005. Network emulation with netem. QUAX, P., MONSIEURS, P., LAMOTTE, W., DE VLEESCHAUWER, D., AND DEGRANDE, N. 2004. Objective and subjective evaluation of the influence of small amounts of delay and jitter on a recent first person shooter game. In Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games, ACM, 152–156. STEED, A., AND OLIVEIRA, M. 2009. Networked Graphics: Building Networked Games and Virtual Environments. Morgan Kaufmann. Elsevier Science. STUCKEL, D., AND GUTWIN, C. 2008. The effects of local lag on tightly-coupled interaction in distributed groupware. In Proceedings of the 2008 ACM conference on Computer supported cooperative work, ACM, 447–456. | - |
local.type.refereed | Refereed | - |
local.type.specified | Proceedings Paper | - |
dc.bibliographicCitation.oldjcat | C2 | - |
dc.identifier.doi | 10.1145/2087756.2087812 | - |
local.bibliographicCitation.btitle | Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry | - |
item.fullcitation | BEZNOSYK, Anastasiia; QUAX, Peter; CONINX, Karin & LAMOTTE, Wim (2011) Influence of Network Delay and Jitter on Cooperation in Multiplayer Games. In: Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, p. 351-354. | - |
item.accessRights | Open Access | - |
item.contributor | BEZNOSYK, Anastasiia | - |
item.contributor | QUAX, Peter | - |
item.contributor | CONINX, Karin | - |
item.contributor | LAMOTTE, Wim | - |
item.fulltext | With Fulltext | - |
Appears in Collections: | Research publications |
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File | Description | Size | Format | |
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delay jitter (short paper).pdf | Peer-reviewed author version | 491.14 kB | Adobe PDF | View/Open |
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