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Using User Perception to Determine Suitable Error Thresholds for Dead Reckoning in Distributed Interactive Applications

机译:使用用户感知来确定分布式交互式应用中的死亡次数的合适误差阈值

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Entity state update mechanisms are readily employed in Distributed Interactive Applications (DIAs), particularly in networked games. These mechanisms use prediction techniques in order to reduce the number of update packets sent across the network, while maintaining a high level of consistency from the remote user's point of view. These mechanisms only send update packets when the local user's actual behaviour differs from the predictive behaviour by a certain value, often referred to as the error threshold. In practice, this value is arbitrarily chosen and typically reflects what 'appears' to be suitable. It has been illustrated in various other media that psycho-perceptual measures can be used to greatly improve compression techniques, while maintaining satisfactory end-user experience. The best example of this is the MP3 compression used in audio. This paper describes a preliminary study designed to collect information relating to a subject's perception of a networked computer game. The main motivation behind this work is to investigate if psycho-perceptual measures can be used to obtain appropriate error threshold measures for entity state prediction mechanisms. Here, we employ Dead Reckoning as it is the simplest and most commonly used of these mechanisms in distributed gaming. The experiment outlined in this paper attempts to determine if an error threshold can be chosen from the users' perception, where user feedback is determined via linguistic variables. Furthermore, the effects of convergence, the speed of the entity and the shape of the entity trajectory are also examined from a psycho-perceptual viewpoint. The results are presented within.
机译:实体状态更新机制在分布式交互式应用程序(DIAS)中,特别是在网络游戏中。这些机制使用预测技术来减少跨网络发送的更新报文的数量,同时从远程用户的角度保持高水平的一致性。这些机制仅在本地用户的实际行为与某个值的预测性行为不同时发送更新数据包,通常称为错误阈值。在实践中,该值是任意选择的,通常反映了合适的“出现”。它已经在各种其他媒体中说明,即心理感知措施可用于大大提高压缩技术,同时保持令人满意的最终用户体验。这方面的最佳示例是音频中使用的MP3压缩。本文介绍了初步研究,旨在收集与受试者对网络计算机游戏的感知有关的信息。这项工作背后的主要动机是调查心理感知措施是否可用于获得实体状态预测机制的适当误差阈值措施。在这里,我们雇用了死亡的定价,因为它是分布式游戏中这些机制的最简单和最常用的。本文中概述的实验试图确定是否可以从用户的感知中选择错误阈值,其中通过语言变量确定用户反馈。此外,还从精神感知的观点检查了会聚,实体的速度和实体轨迹的形状。结果显示在内。

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