Geometrically compensating effect of end-to-end latency in moving-target selection games

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Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game’s geometry design – e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user’s error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players’ cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments.
Publisher
Association for Computing Machinery
Issue Date
2019-04-01
Language
English
Citation

2019 CHI Conference on Human Factors in Computing Systems, CHI 2019, pp.1 - 12

DOI
10.1145/3290605.3300790
URI
http://hdl.handle.net/10203/271240
Appears in Collection
GCT-Conference Papers(학술회의논문)
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