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'I'm the Jedi!' - A Case Study of User Experience in 3D Tele-immersive Gaming

机译:“我是绝地武士!” -3D身临其境的游戏中用户体验的案例研究

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In this paper, we present the results from a quantitative and qualitative study of distributed gaming in 3D tele-immersive (3DTI) environments. We explore the Quality of Experience (QoE) of users in the new cyber-physical gaming environment. Guided by a theoretical QoE model, we conducted a case study and evaluated the impact of various Quality of Service (QoS) metrics (e.g., end-to-end delay, visual quality, etc.) on 3DTI gaming experience. We also identified a number of non-technical factors that are not captured by the original theoretical model, such as age, social interaction, and physical setup. Our analysis highlights new implications for the next-generation gaming system design, as well as a more comprehensive conceptual framework that captures non-technical influences for user experience in such environments.
机译:在本文中,我们介绍了在3D远程沉浸式(3DTI)环境中对分布式游戏进行定量和定性研究的结果。我们在新的网络物理游戏环境中探索用户的体验质量(QoE)。在理论QoE模型的指导下,我们进行了案例研究并评估了各种服务质量(QoS)指标(例如端到端延迟,视觉质量等)对3DTI游戏体验的影响。我们还确定了原始理论模型无法捕获的许多非技术因素,例如年龄,社交互动和身体状况。我们的分析突出了对下一代游戏系统设计的新影响,以及更加全面的概念框架,该框架捕获了在这种环境中对用户体验的非技术影响。

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