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An online game of Carrom with live video feed of co-player and face-to-face: Effect on strike response time

机译:带有同事的实时视频饲料和面对面的车辆在线游戏:对罢工响应时间的影响

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We present strike response times comparison for a traditional and popular table top Indian game, Carrom, measured under three conditions: face-to-face/co-located live, virtual with live feed of the co-player and virtual without the feed of co-player. The game of Carrom, in Indian context, rates high on the social interaction experience and is played with extreme levels of engagement and involvement. Our preliminary study is a step towards understanding the role of virtual presence of a co-player in multi-player virtual games, in particular for familiar social games. Our findings indicate that viewing co-player live over video feed, while playing a multi-player game, brings in a game experience that is similar to face-to-face play. We also estimate the ‘socializing’ time to optimize network bandwidth for live streaming on mobile phone platforms or low bandwidth wired connections.
机译:我们展示了传统和流行的桌面印度游戏,Carrom,在三种条件下测量的罢工响应时间比较:面对面/共同定位,虚拟与联合球员的实时饲料和虚拟的饲料 - 播放器。 Carrom的游戏在印度语境中,对社会互动经验的率很高,并以极度的参与和参与扮演。我们的初步研究是了解在多人虚拟游戏中的虚拟运动员的角色,特别是对于熟悉的社交游戏的角色。我们的调查结果表明,观看联合球员在玩视频饲料上生活,在玩多人游戏时,带来了类似于面对面的游戏体验。我们还估计了在移动电话平台或低带宽有线连接上优化用于实时流的网络带宽的“社交”时间。

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