5 research outputs found
Dealing with the Effect of Path Curvature on Consistency of Dead Reckoned Paths in Networked Virtual Environments
Several techniques exist which reduce network bandwidth
consumption and thus limit the effects of network latency
in networked virtual environments. Dead reckoning is one
such technique that has been widely adopted for use with
dynamic entities. However, in previous work we have
shown that the use of a spatial threshold alone in dead
reckoning can result in unbounded absolute inconsistency.
A novel hybrid threshold was proposed that combined a
spatial threshold together with an absolute consistency
metric to impose an upper bound on absolute inconsistency
under all circumstances. This was verified through a
simulation of typical movement in a computer racing game.
This paper extends this work by investigating the problem
in more detail and verifying the hybrid threshold solution in
live trials across the Internet. In particular the relationship
between curvature of movement and absolute consistency
is explored. The experimental trials allow a comparative
analysis of how users behave when different threshold
types are used under varying degrees of curvature. This
work provides further justification for the use of a hybrid
threshold approach when dead reckoning is employed in
networked virtual environments
Network Latency in On-Line Gaming: An Engineering or a Psychological Problem?
Ongoing research attempts to find engineering-based solutions to the problem of network latency in multiplayer computer games. However, few studies have been conducted to examine the end-users' experience of latency from a psychological perspective. The current study examines the roles of network latency and game complexity on the subjective experience of participants playing a specially designed computer game. Results suggest that participants prefer complex over simple games, regardless of the level of latency experienced. These findings suggest the possibility of a psychological solution to some of the negative effects of network latency. It is suggested that by manipulating Relational Complexity, it may be possible to maintain a satisfactory gaming experience in the presence of latency
Examining the Effects of Time-Space Measures on the Hybrid Strategy Model in Networked Virtual Environments
Scalability is an important issue in the design of networked virtual environments (NVEs). In order to achieve scalability, it is essential to minimise the network traffic required to maintain overall consistency in the NVE. A popular method of achieving this is via entity behaviour prediction mechanisms, such as dead reckoning and the hybrid strategy model (HSM). Typically, the performance of such mechanisms is rated by the number of network packets they generate. However, it is also important that their impact on overall consistency is investigated. Absolute consistency is the degree to which different views of a NVE on remote hosts correspond. In previous work, it was shown that the use of a spatial threshold with dead reckoning can result in unbounded local absolute consistency. A solution that employed a time-space error threshold measure was shown to remedy this issue. In this paper, the scope of the time-space measure is extended to include the HSM. It is shown how the HSM can also result in unbounded local absolute inconsistency. A solution that once again incorporates the time-space threshold is examined. However, this approach results in a significant increase in network traffic. To resolve this, a novel extension to the HSM algorithm is presented, which is demonstrated to reduce network traffic, whilst still maintaining a low level of local absolute inconsistency
Virtual Reality Games for Motor Rehabilitation
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