667 research outputs found

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

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    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said met- rics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

    Get PDF
    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said metrics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    EMG feedback outperforms force feedback in the presence of prosthesis control disturbance

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    Closing the prosthesis control loop by providing artificial somatosensory feedback can improve utility and user experience. Additionally, closed-loop control should be more robust with respect to disturbance, but this might depend on the type of feedback provided. Thus, the present study investigates and compares the performance of EMG and force feedback in the presence of control disturbances. Twenty able-bodied subjects and one transradial amputee performed delicate and power grasps with a prosthesis in a functional task, while the control signal gain was temporarily increased (high-gain disturbance) or decreased (low-gain disturbance) without their knowledge. Three outcome measures were considered: the percentage of trials successful in the first attempt (reaction to disturbance), the average number of attempts in trials where the wrong force was initially applied (adaptation to disturbance), and the average completion time of the last attempt in every trial. EMG feedback was shown to offer significantly better performance compared to force feedback during power grasping in terms of reaction to disturbance and completion time. During power grasping with high-gain disturbance, the median first-attempt success rate was significantly higher with EMG feedback (73.3%) compared to that achieved with force feedback (60%). Moreover, the median completion time for power grasps with low-gain disturbance was significantly longer with force feedback than with EMG feedback (3.64 against 2.48 s, an increase of 32%). Contrary to our expectations, there was no significant difference between feedback types with regards to adaptation to disturbances and the two feedback types performed similarly in delicate grasps. The results indicated that EMG feedback displayed better performance than force feedback in the presence of control disturbances, further demonstrating the potential of this approach to provide a reliable prosthesis-user interaction

    Online Gaming Performance Evaluation over Starlink Satellite Broadband

    Get PDF
    This thesis studies the performance and the Quality of Experience (QoE) of online gaming over the Starlink satellite network and compares it to terrestrial access technologies. Satellite broadband provides an opportunity to play games online from areas where traditional access networks are insufficient or not available. Modern games require certain standards of network performance, and games of different game genres have different requirements for certain metrics. Said met- rics and how Starlink performs are investigated in this thesis. Our work provides results from experimental scenarios in two games from different game genres. The objective of this work is to evaluate the performance of online gaming through Starlink, and if the QoE meets the expectations of players

    Neural and muscular determinants of maximal rate of force development

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    Air Temperature Measurements Using Dantec Draught Probes

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