1,797 research outputs found

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

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    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

    CGAMES'2009

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    GPS-MIV: The General Purpose System for Multi-display Interactive Visualization

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    The new age of information has created opportunities for inventions like the internet. These inventions allow us access to tremendous quantities of data. But, with the increase in information there is need to make sense of such vast quantities of information by manipulating that information to reveal hidden patterns to aid in making sense of it. Data visualization systems provide the tools to reveal patterns and filter information, aiding the processes of insight and decision making. The purpose of this thesis is to develop and test a data visualization system, The General Purpose System for Multi-display Interactive Visualization (GPS-MIV). GPS-MIV is a software system allowing the user to visualize data graphically and interact with it. At the core of the system is a graphics system that displays different computer generated scenes from multiple perspectives and with multiple views. Additionally, GSP-MIV provides interaction for the user to explore the scene

    An Ergonomic Approach for Esport Athletes: The Potential for Less Injury and Increased Occupational Performance

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    The purpose of developing the case study was to determine the satisfaction of implementing an ergonomic protocol tailored to esport athletes in addition to tracking improvements in performance through KovaaK’s tracking trainer while reducing the risk of repetitive strain injuries. Occupational therapists are trained to assess individuals with a holistic lens while treating the deficits that prevent them from living a meaningful life. Occupational therapists advise ergonomically correct positioning for their clients to decrease the risk of injury and to optimize the person’s performance. There is a need for an ergonomic protocol tailored to esport athletes because of the increase in players leading to a high incidence of injuries due to the high number of hours they train. Esports has increased exponentially in popularity over recent years, and the growing population of esport athletes require more medical professionals to attend to the unique needs of this field. The esport ergonomic protocol was implemented with the consent and participation of a selected member from the Overwatch 2 team from the University of Nevada, Las Vegas, at the Black Fire Innovation Esports Arena. The protocol\u27s effectiveness was measured through a post-structured and semi-structured interview after an eight-week period. Additionally, the KovaaKs tracking trainer will assess the member’s aiming performance, in person, during weeks one, four, and eight of the protocol’s implementation. This capstone study suggests that if esport athletes focus on caring for themselves during training and competitive hours through implementation of an ergonomic protocol repetitive strain injuries can be prevented and higher level of performance can be achieved

    Video gaming as practical accomplishment: ethnomethodology, conversation analysis and play

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    Accounts of video game play developed from an ethnomethodological and conversation analytic (EMCA) perspective remain relatively scarce. This paper collects together an emerging, if scattered, body of research which focusses on the material, practical ‘work’ of video game players. The paper offers an example-driven explication of an EMCA perspective on video game play phenomena. The materials are arranged as a ‘tactical zoom’. We start very much ‘outside’ the game, beginning with a wide view of how massive-multiplayer online games are played within dedicated gaming spaces; here we find multiple players, machines and many different sorts of activities going on (besides playing the game). Still remaining somewhat distanced from the play of the game itself, we then take a closer look at the players themselves by examining a notionally simpler setting involving pairs taking part in a football game at a games console. As we draw closer to the technical details of play, we narrow our focus further still to examine a player and spectator situated ‘at the screen’ but jointly analysing play as the player competes in an online first-person shooter. Finally we go ‘inside’ the game entirely and look at the conduct of avatars on-screen via screen recordings of a massively multiplayer online game. Having worked through specific examples, we provide an elaboration of a selection of core topics of ethnomethodology and conversation analysis that are used to situate some of the unstated orientations in the presentation of data fragments. In this way, recurrent issues raised in the fragments are shown as coherent, interconnected phenomena. In closing, we suggest caution regarding the way game play phenomena have been analysed in the paper, while remarking on challenges present for the development of further EMCA oriented research on video game play

    Techno-historical limits of the interface: the performance of interactive narrative experiences

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    This thesis takes the position that current analyses of digitally mediated interactive experiences that include narrative elements often lack adequate consideration of the technical and historical contexts of their production.From this position, this thesis asks the question: how is the reader/player/user's participation in interactive narrative experiences (such as hypertext fiction, interactive fiction, computer games, and electronic art) influenced by the technical and historical limitations of the interface?In order to investigate this question, this thesis develops a single methodology from relevant media and narrative theory, in order to facilitate a comparative analysis of well known exemplars from distinct categories of digitally mediated experiences. These exemplars are the interactive fiction Adventure, the interactive art work Osmose, the hypertext fiction Afternoon, a story, and the computer/video games Myst, Doom, Half Life and Everquest.The main argument of this thesis is that the technical limits of new media experiences cause significant ‘gaps’ in the reader’s experience of them, and that the cause of these gaps is the lack of a dedicated technology for new media, which instead ‘borrows’ technology from other fields. These gaps are overcome by a greater dependence upon the reader’s cognitive abilities than other media forms. This greater dependence can be described as a ‘performance’ by the reader/player/user, utilising Eco’s definition of an ‘open’ work (Eco 21).This thesis further argues that the ‘mimetic’ and ‘immersive’ ambitions of current new media practice can increases these gaps, rather than overcoming them. The thesis also presents the case that these ‘gaps’ are often not caused by technical limits in the present, but are oversights by the author/designers that have arisen as the product of a craft culture that has been subject to significant technical limitations in the past. Compromises that originally existed to overcome technical limits have become conventions of the reader/player/user’s interactive literacy, even though these conventions impinge on the experience, and are no longer necessary because of subsequent technical advances. As a result, current new media users and designers now think of these limitations as natural.This thesis concludes the argument by redefining ‘immersion’ as the investment the reader makes to overcome the gaps in an experience, and suggests that this investment is an important aspect of their performance of the work

    A Design Exploration of Affective Gaming

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    Physiological sensing has been a prominent fixture in games user research (GUR) since the late 1990s, when researchers began to explore its potential to enhance and understand experience within digital game play. Since these early days, it has been widely argued that “affective gaming”—in which gameplay is influenced by a player’s emotional state—can enhance player experience by integrating physiological sensors into play. In this thesis, I conduct a design exploration of the field of affective gaming by first, systematically exploring the field and creating a framework (the affective game loop) to classify existing literature; and second by presenting two design probes, to probe and explore the design space of affective games contextualized within the affective game loop: In the Same Boat and Commons Sense. The systematic review explored this unique design space of affective gaming, opening up future avenues for exploration. The affective game loop was created as a way to classify the physiological signals and sensors most commonly used in prior literature within the context of how they are mapped into the gameplay itself. Findings suggest that the physiological input mappings can be more action-based (e.g., affecting mechanics in the game such as the movement of the character) or more context-based (e.g., affecting things like environmental or difficulty variables in the game). Findings also suggested that while the field has been around for decades, there is still yet to be any commercial successes, so does physiological interaction really heighten player experience? This question instigated the design of the two probes, exploring ways to implement these mappings and effectively heighten player experience. In the Same Boat (Design Probe One) is an embodied mirroring game designed to promote an intimate interaction, using players’ breathing rate and facial expressions to control movement of a canoe down a river. Findings suggest that playing In the Same Boat fostered the development of affiliation between the players, and that while embodied controls were less intuitive, people enjoyed them more, indicating the potential of embodied controls to foster social closeness in synchronized play over a distance. Commons Sense (Design Probe Two) is a communication modality intended to heighten audience engagement and effectively capture and communicate the audience experience, using a webcam-based heart rate detection software that takes an average of each spectator’s heart rate as input to affect in-game variables such as lighting and sound design, and game difficulty. Findings suggest that Commons Sense successfully facilitated the communication of audience response in an online entertainment context—where these social cues and signals are inherently diminished. In addition, Commons Sense is a communication modality that can both enhance a play experience while offering a novel way to communicate. Overall, findings from this design exploration shows that affective games offer a novel way to deliver a rich gameplay experience for the player

    A interação jogador e videojogo na construção da experiĂȘncia de jogo

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    Doutoramento em Informação e Comunicação em Plataformas DigitaisAmong the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study presented here contributes to the ongoing debate with a gameplay experience model. The proposed model, which looks to equally balance the video game and the player elements, considers the gameplay experience to be both an interactive experience (related to the process of playing the video game) and an emotional experience (related to the outcome of playing the video game). The mutual influence of these two experiences during video game play ultimately defines the gameplay experience. To this gameplay experience contributes several dimensions, related to both the video game and player: the video game includes a mechanics, interface and narrative dimension; the player includes a motivations, expectations and background dimension. Also, the gameplay experience is initially defined by a gameplay situation, conditioned by an ambient in which gameplay takes place and a platform on which the video game is played. In order to initially validate the proposed model and attempt to show a relationship among the multiple model dimensions, a multi-case study was carried out using two different video games and player samples. In one study, results show significant correlations between multiple model dimensions, and evidence that video game related changes influence player motivations as well as player visual behavior. In specific player related analysis, results show that while players may be different in terms of background and expectations regarding the game, their motivation to play are not necessarily different, even if their performance in the game is weak. While further validation is necessary, this model not only contributes to the gameplay experience debate, but also demonstrates in a given context how player and video game dimensions evolve during video game play.Entre as muitas discussĂ”es e estudos relacionados com os videojogos, um dos mais recorrentes, amplamente debatido e importante relaciona-se com a experiĂȘncia de jogar videojogos. A experiĂȘncia de jogo - como empregado neste estudo - Ă© o resultado da interação entre dois elementos essenciais: um videojogo e um jogador. Os estudos existentes tĂȘm explorado a experiĂȘncia resultante do ato de jogar a partir da perspectiva do videojogo ou do jogador, mas nenhum parece igualmente equilibrar estes dois elementos. O estudo aqui apresentado contribui para o debate em curso com um modelo da experiĂȘncia de jogo. O modelo proposto, que procura equilibrar de forma igual os elementos videojogo e jogador, considera a experiĂȘncia de jogo como uma experiĂȘncia interativa (relacionada com o processo de jogar o videojogo) e uma experiĂȘncia emocional (relacionada com o resultado de jogar o videojogo). A influĂȘncia mĂștua destas duas experiĂȘncias durante o ato de jogar define a experiĂȘncia de jogo. Para esta experiĂȘncia de jogo contribuem vĂĄrias dimensĂ”es, relacionadas com o videojogo e o jogador: o videojogo inclui a dimensĂŁo da mecĂąnica, da interface e narrativa; o jogador inclui a dimensĂŁo das motivaçÔes, expectativas e background. AlĂ©m disso, a experiĂȘncia de jogo Ă© inicialmente definida por uma situação de jogo, condicionada por um ambiente em que o jogo se realiza e uma plataforma na qual se joga. Para inicialmente validar o modelo e tentar mostrar uma relação entre as mĂșltiplas dimensĂ”es do modelo proposto, um estudo multicaso foi concretizado utilizando dois videojogos e amostras diferentes. Num dos estudos, os resultados mostram correlaçÔes significativas entre as mĂșltiplas dimensĂ”es do modelo, e evidĂȘncias de que alteraçÔes ao videojogo podem influenciar as motivaçÔes do jogador e o seu comportamento visual. Numa anĂĄlise relacionada com caracterĂ­sticas dos jogadores, os resultados mostram que os jogadores, embora possam ser diferentes em termos de experiĂȘncia e expectativas em relação ao jogo, a sua motivação para jogar nĂŁo Ă© necessariamente diferente, mesmo que o seu desempenho no jogo seja fraco. Embora uma validação contĂ­nua do modelo seja necessĂĄria, este modelo nĂŁo sĂł contribui para o debate da experiĂȘncia de jogo, mas tambĂ©m mostra num determinado contexto como as dimensĂ”es do jogador e videojogo evoluem durante o ato de jogar
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