2,377 research outputs found

    Validation of a Taxonomy for Player Actions with Latency and Network Games

    Get PDF
    This project was designed to study the validity of a taxonomy to classify the impact of player actions with latency. We utilized a commercial game to simulate latency in a first person shooter match where participants competed against a computer controlled opponent. The participants utilized three different weapons: a shotgun, a rocket launcher, and a sniper rifle. Each weapon was designed to embody different characteristics of the taxonomy axes: precision, impact, and deadline. Overall, we partially confirmed the validity of a previous taxonomy. Our findings fit the taxonomy in regards to the impact of damage and the weapon’s shooting speed on a player’s performance but the results were inconclusive on other aspects of player actions

    Latency and player actions in online games

    Get PDF
    The growth and penetration of broadband access networks to the home has fueled the growth of online games played over the Internet. As we write this article, it is 5am on a typical weekday morning and Gamespy Arcade 1 reports more than 250,000 players online playing about 75,000 games! This proliferation of online games has been matched by an equivalent growth in both th

    Characterizing the Effects of Local Latency on Aim Performance in First Person Shooters

    Get PDF
    Real-time games such as first-person shooters (FPS) are sensitive to even small amounts of lag. The effects of network latency have been studied, but less is known about local latency -- that is, the lag caused by local sources such as input devices, displays, and the application. While local latency is important to gamers, we do not know how it affects aiming performance and whether we can reduce its negative effects. To explore these issues, we tested local latency in a variety of real-world gaming systems and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying degrees of local latency. In addition, we tested the ability of a lag compensation technique (based on aim assistance) to mitigate the negative effects. To motivate the need for these studies, we also examined how aim in FPS differs from pointing in standard 2D tasks, showing significant differences in performance metrics. Our studies found local latencies in the real-world range from 23 to 243~ms that cause significant and substantial degradation in performance (even for latencies as low as 41~ms). The studies also showed that our compensation technique worked well, reducing the problems caused by lag in the case of targeting, and removing the problem altogether in the case of tracking. Our work shows that local latency is a real and substantial problem -- but game developers can mitigate the problem with appropriate compensation methods

    Analysis domain model for shared virtual environments

    Get PDF
    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    CGAMES'2009

    Get PDF

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Design and Implementation of a Genre Hybrid Video Game that Integrates the Curriculum of an Introductory Programming Course

    Get PDF
    Video games have a history of being exploited for education. However, all too fre- quently, the resulting educational video game is either transparent in its hijacking of video game media, or the educational content is not intelligently placed within the context of the game. In this paper we analyze existing educational video games and observe popular commercial video game mechanics to form a more player oriented development mindset. Our approach involves mingling game mechanics that are not commonly used together to create a genre hybrid educational video game with a seamlessly integrated introductory programming curriculum. We use a machine architecture visualization tool to allow the player to write and execute simple pro- grams. This leads to a deeper understanding of foundational concepts by exposing the effects of the code on the underlying hardware. The result of our research is a playable, cross-platform educational game that aims to teach foundational pro- gramming skills. Methods discussed in this paper can be used by educational game developers to create more engaging educational experiences
    • 

    corecore