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

机译:使用用户感知来确定合适的错误阈值\ ud 分布式交互式应用程序中的航位推算

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摘要

Entity state update mechanisms are readily employed in Distributed\udInteractive Applications (DIAs), particularly in networked games.\udThese mechanisms use prediction techniques in order to reduce the\udnumber of update packets sent across the network, while\udmaintaining a high level of consistency from the remote user’s point\udof view. These mechanisms only send update packets when the local\uduser’s actual behaviour differs from the predictive behaviour by a\udcertain value, often referred to as the error threshold. In practice,\udthis value is arbitrarily chosen and typically reflects what ‘appears’\udto be suitable. It has been illustrated in various other media that\udpsycho-perceptual measures can be used to greatly improve\udcompression techniques, while maintaining satisfactory end-user\udexperience. The best example of this is the MP3 compression used in\udaudio. This paper describes a preliminary study designed to collect\udinformation relating to a subject’s perception of a networked\udcomputer game. The main motivation behind this work is to\udinvestigate if psycho-perceptual measures can be used to obtain\udappropriate error threshold measures for entity state prediction\udmechanisms. Here, we employ Dead Reckoning as it is the simplest\udand most commonly used of these mechanisms in distributed\udgaming. The experiment outlined in this paper attempts to\uddetermine if an error threshold can be chosen from the users’\udperception, where user feedback is determined via linguistic\udvariables. Furthermore, the effects of convergence, the speed of the\udentity and the shape of the entity trajectory are also examined from\uda psycho-perceptual viewpoint. The results are presented within.
机译:实体状态更新机制很容易在分布式\ udInteractive Applications(DIA)中使用,尤其是在联网游戏中。\ ud这些机制使用预测技术来减少通过网络发送的更新数据包的数量,同时保持高水平的一致性从远程用户的角度来看\ udof。这些机制仅在本地\ uduser的实际行为与预测行为相差某个\ uusttain值(通常称为错误阈值)时发送更新数据包。实际上,\ ud此值是任意选择的,通常反映“适合”的“外观”。在各种其他媒体中已经说明,可以在保持令人满意的最终用户\ udexped体验的同时\ udpsycho-perceptual措施可以大大改善\ udcompression的技术。最好的例子是\ udaudio中使用的MP3压缩。本文介绍了一项初步研究,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\ ud调查是否可以使用心理知觉测度来获得\适当的实体状态预测误差阈值测度\ udmechanisms。在这里,我们使用航位推算,因为它是分布式\ udgaming中这些机制中最简单\最常用的。本文概述的实验试图\确定是否可以从用户的\ ududception中选择错误阈值,其中通过语言\ udvariables确定用户的反馈。此外,还从心理感知的角度研究了收敛,实体速度和实体轨迹形状的影响。结果显示在其中。

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