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Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed?

机译:网络延迟对虚拟现实多人游戏的影响:谁真正被延迟了?

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One of the fields where Virtual Reality (VR) is finding a potentially growing market is in the combination of exercising and gaming - also called exergaming. When it comes to competition in gaming, is important to investigate how different levels of delay influence overall quality of experience (QoE) in VR multiplayer exergames. The experimental setup consisted of a VR application coupled with a rowing ergometer, allowing races between the user and an artificially created opponent that is following the player with a similar speed and keeping the race tight. To investigate the influence of the delay, on both user's and opponent's side three levels of network delay were introduced (30ms, 100ms, and 500ms) and mixed throughout different conditions. After each session, participants rated perceived flow, sense of presence, and the degree to which they have noticed the delay in their or the opponent's system. Interestingly, results show different perception of delay and QoE depending on user's own delay. Participants perceived the opponent's player as being delayed even if only the player itself had network delay along with significantly lower rating of QoE only when their delay was high.
机译:虚拟现实(VR)寻找潜在增长市场的领域之一是运动和游戏的结合-也称为锻炼。在游戏竞争中,重要的是要研究不同程度的延迟如何影响VR多人游戏中的整体体验质量(QoE)。实验设置包括一个VR应用程序和一个划船测功器,它允许用户和人工创建的对手之间进行比赛,后者以类似的速度跟随玩家并保持比赛紧绷。为了研究延迟的影响,在用户侧和对手侧都引入了三个级别的网络延迟(30ms,100ms和500ms),并在不同条件下进行了混合。每次练习后,参与者对感知的流量,存在感以及他们注意到自己或对手系统延迟的程度进行评分。有趣的是,结果显示了对延迟和QoE的不同感知,具体取决于用户自己的延迟。即使只有参与者本身具有网络延迟,并且只有当他们的延迟较高时,QoE的评分才会大大降低,参与者仍认为对手的参与者处于延迟状态。

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