8 research outputs found

    Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games

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    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on player’s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the server’s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows

    QUALINET white paper on definitions of Immersive Media Experience (IMEx)

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    With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary differences regarding definitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters. The aim of this white paper is to provide a survey of definitions of immersion and presence which leads to a definition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media experience. Influencing factors on immersive media experience are elaborated as well as the assessment of immersive media experience. Finally, standardization activities related to IMEx are highlighted and the white paper is concluded with an outlook related to future developments

    A Framework for the Classification and Evaluation of Game Mechanics for Virtual Reality Games

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    In broad terms, UX design is concerned with minimizing the workload neccessary for the user to interact with the system. In gaming, however, the system is supposed to provide a level of challenge to keep the player entertained, along with offering specific tools and mechanisms of interaction that are not commonly found across other use-cases. When talking about virtual reality (VR), numerous sources have discussed the optimization of interaction techniques, but there is a gap in research on the subject of gaming-specific VR interaction design, which we aimed to address in this paper. Focusing on the diversity of VR gaming, we introduced the term “interaction mechanics” and provided a taxonomy of interaction mechanics based on several criteria. Based on this taxonomy, we highlighted multiple target-related, task-related, and tool-related parameters that may influence the quality of interaction mechanics. Lastly, we presented the INTERACT framework, which was created to serve as a conceptual foundation for creating applications to be used as tools for user research, and used it to design an application aimed at facilitating the evaluation of interaction mechanics quality

    Usability Assessment of a Wearable Video-Communication System

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    In this paper we present the results of a user study focused on evaluating the overall usability of a wearable video- communication system aimed at facilitating hands-free communication between a field technician and a remote expert. An asymmetrical cooperative electronics-based bomb defusal game was used to examine the subject’s ability to perform a manual technical task with the aid of a head- mounted-display (compared to only verbal communication) in terms of both subjective(perceived usefulness for the given task) and objective (time to complete task, number of errors) metrics. We analyze different dimensions of usability (overall system usefulness, information quality, interface quality, and device comfort) as we discuss the impact of human factors (i.e., gender, wearing Rx eye-glasses) on user experience. While system use has been shown to improve both subjective and objective metrics in some cases, results appear to be highly dependant on the task itself. Furthermore, our findings highlight the importance of exploring different ways in which ergonomic issues present in commercial smart glasses may decrease perceived usability in certain demographics

    Probing the role of interfacial waters in protein-DNA recognition using a hybrid implicit/explicit solvation model

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    With the coming of age of virtual/augmented reality and interactive media, numerous definitions, frameworks, and models of immersion have emerged across different fields ranging from computer graphics to literary works. Immersion is oftentimes used interchangeably with presence as both concepts are closely related. However, there are noticeable interdisciplinary differences regarding definitions, scope, and constituents that are required to be addressed so that a coherent understanding of the concepts can be achieved. Such consensus is vital for paving the directionality of the future of immersive media experiences (IMEx) and all related matters. The aim of this white paper is to provide a survey of definitions of immersion and presence which leads to a definition of immersive media experience (IMEx). The Quality of Experience (QoE) for immersive media is described by establishing a relationship between the concepts of QoE and IMEx followed by application areas of immersive media experience. Influencing factors on immersive media experience are elaborated as well as the assessment of immersive media experience. Finally, standardization activities related to IMEx are highlighted and the white paper is concluded with an outlook related to future developments
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