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Quantifying and Mitigating the Negative Effects of Local Latencies on Aiming in 3D Shooter Games

Zenja Ivkovic, Ian Stavness, Carl Gutwin, Steven Sutcliffe
2015 Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems - CHI '15  
The effects of network latency have been studied, but less is known about local latency, the lag caused by input devices and displays.  ...  To explore these issues, we tested local latency in a variety of real-world gaming scenarios and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying  ...  STUDY 2&3: EFFECTS OF LOCAL LATENCY AND LAG COMPENSATION ON FPS TARGETING AND TRACKING We designed controlled studies of two different FPS game tasks: target acquisition and target tracking.  ... 
doi:10.1145/2702123.2702432 dblp:conf/chi/IvkovicSGS15 fatcat:vj54dx5jrrb23hp62oerkm6zyi

Geometrically Compensating Effect of End-to-End Latency in Moving-Target Selection Games

Injung Lee, Sunjun Kim, Byungjoo Lee
2019 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems - CHI '19  
Effects of unintended latency on gamer performance have been reported.  ...  For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game's geometry  ...  Latency is often inevitable, not controllable, and vary among devices. According to previous research, the effects of latency on performance are mostly negative [5, 32] .  ... 
doi:10.1145/3290605.3300790 dblp:conf/chi/LeeKL19 fatcat:tk7xdyf4snashe5keyekfq4scy

Clouds + Games: A Multifaceted Approach

Debadatta Mishra, Magda El Zarki, Aiman Erbad, Cheng-Hsin Hsu, Nalini Venkatasubramanian
2014 IEEE Internet Computing  
The computer games landscape is changing: people play games on multiple computing devices with heterogeneous form-factors, capability, and connectivity.  ...  Providing high playability on such devices concurrently is difficult.  ...  For example, each mobile device might be served by a local cloud in close proximity to the connected access point.  ... 
doi:10.1109/mic.2014.20 fatcat:7a56fdi2obfhvdmx5rpjhtiqiu

An adaptive multi-cloud offloading using hierarchical game-theoretic approach

A.J. Shalini Lakshmi, M. Vijayalakshmi
2021 International Journal of Intelligent Networks  
This framework incorporates the computation and communication effects within the entities and the decision overhead of each entity.  ...  A Multi-cloud framework leverages resource-constrained user equipment by offloading its complex application task to divergent resources according to its on-demand requirements.  ...  An IoT device selects any one of the resources based on its QoS requirement. The objective is minimizing power consumption of Fog and cloud along with reduction in aggregate delay of the tasks.  ... 
doi:10.1016/j.ijin.2021.02.001 doaj:e0dac2c2b327408486cd883f0bce10e3 fatcat:ge57ybte5fdefi72kgiduaaqem

A Minimized Latency Collaborative Computation Offloading Game under Mobile Edge Computing for Indoor Localization

Marwa Zamzam, Tallal Elshabrawy, Mohamed Ashour
2021 IEEE Access  
This decision includes: a) Where to compute the localization task, either locally on the end device or on the edge server or on the cloud server, b) Which localization technique should be used, and finally  ...  Indoor localization has become one of the fundamental services that is required in a diverse set of applications these days, such as patient monitoring and smart parking.  ...  Total latency (sec) Figure. 10 shows the effect of the computational capability of MEC server on the total latency.  ... 
doi:10.1109/access.2021.3115157 fatcat:u67wib5gjfe7rm4uhmigc2g7bm

A Measurement Study on Achieving Imperceptible Latency in Mobile Cloud Gaming

Teemu Kämäräinen, Matti Siekkinen, Antti Ylä-Jääski, Wenxiao Zhang, Pan Hui
2017 Proceedings of the 8th ACM on Multimedia Systems Conference - MMSys'17  
In addition, we study the expected latency reduction by near future technological development and show that its potential impact is bigger on the end-to-end latency than that of replication of the service  ...  Cloud gaming is a relatively new paradigm in which the game is rendered in the cloud and is streamed to an enduser device through a thin client. Latency is a key challenge for cloud gaming.  ...  They also investigated the impact of additional latency on task performance in direct and indirect user interaction with a touch device.  ... 
doi:10.1145/3083187.3083191 dblp:conf/mmsys/KamarainenSYZH17 fatcat:ajarao3ugrcfbkezqk7d2wxo6a

New Application Task Offloading Algorithms for Edge, Fog, and Cloud Computing Paradigms

Sungwook Kim, Miguel Garcia-Pineda
2020 Wireless Communications and Mobile Computing  
To provide an effective solution toward an appropriate task offloading problem, we focus on two cooperative bargaining game solutions—Tempered Aspirations Bargaining Solution (TABS) and Gupta-Livne Bargaining  ...  In this study, we design a new task offloading scheme by considering the challenges of future edge, fog and cloud computing paradigms.  ...  To ensure Quality of Experience (QoE) in terms of latency, bandwidth, and security, the applications running on the EoT paradigm will perform actions locally before connecting to the cloud, thus reducing  ... 
doi:10.1155/2020/8888074 fatcat:z46x2myvprat5pfvrvwa5yg754

The effect of latency and network limitations on MMORPGs

Tobias Fritsch, Hartmut Ritter, Jochen Schiller
2005 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games - NetGames '05  
With such an evolution comes the need for new techniques to cope with special problem fields such as effects of latency with 200 and more players.  ...  Furthermore it will evaluate certain latency problems in a field study of Everquest2, referring to the previous work at "Overviewing Scientific Research for (Mobile) Gaming" and point out possibilities  ...  To solve the current problems and combine the ideas of massive and mobile gaming it is necessary to understand the current network structure and the effect of latency on the game.  ... 
doi:10.1145/1103599.1103623 dblp:conf/netgames/FritschRS05 fatcat:cdn3c7sh5vgczpvfiyohsducy4

The effects of local lag on tightly-coupled interaction in distributed groupware

Dane Stuckel, Carl Gutwin
2008 Proceedings of the ACM 2008 conference on Computer supported cooperative work - CSCW '08  
When applied to visual feedback, local lag synchronizes the visual environments of the local and remote clients, preventing one person from getting ahead of the other.  ...  We tested the effects of local lag in several delay conditions: we found that the technique significantly improved performance, and that users did not rate local lag as more difficult or frustrating to  ...  We will carry out additional studies of the technique with other tasks and other input devices, and explore the effects of variable latency on people's adaptation abilities.  ... 
doi:10.1145/1460563.1460635 dblp:conf/cscw/StuckelG08 fatcat:xnjp6zojq5duxjfm4tbrxkn4su

On the effects of loose causal consistency in mobile multiplayer games

Angie Chandler, Joe Finney
2005 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games - NetGames '05  
Experimental results are included not only comparing Rendezvous to an existing consistency mechanism, but also measuring the length of network delay tolerated by the platform and its effect on the players  ...  to end bandwidth, latency and jitter.  ...  As can be seen from the clustering of the points representing Rendezvous in Figure 12 , increasing latency has little overall effect on either consistency or playability using this mechanism.  ... 
doi:10.1145/1103599.1103602 dblp:conf/netgames/ChandlerF05 fatcat:vokqvcsyifetbhldgrpn7jdy3u

Dissecting the End-to-end Latency of Interactive Mobile Video Applications [article]

Teemu Kämäräinen, Matti Siekkinen, Antti Ylä-Jääski, Wenxiao Zhang, Pan Hui
2016 arXiv   pre-print
we focus on mobile cloud gaming, Mobile Augmented Reality (MAR), and Mobile Virtual Reality (MVR).  ...  We show through extensive measurements that control input and display buffering have a substantial effect on the overall delay.  ...  This video is either streamed to a cloud or processed locally, depending on the application and device capabilities.  ... 
arXiv:1611.08520v1 fatcat:a5utordpyzdnjaflsy6v47d4b4

Motivating Workers in Federated Learning: A Stackelberg Game Perspective [article]

Yunus Sarikaya, Ozgur Ercetin
2019 arXiv   pre-print
the latency of completing the training.  ...  Our numerical results indicate that with a limited budget, the model owner should judiciously decide on the number of workers due to trade off between the diversity provided by the number of workers and  ...  We first investigate the effect of varying number of workers and budget on the latency in Fig. 2a .  ... 
arXiv:1908.03092v1 fatcat:ydf2jscso5gpxlk4n2apio5kp4

Towards pervasive and mobile gaming with distributed cloud infrastructure

Teemu Kamarainen, Matti Siekkinen, Yu Xiao, Antti Yla-Jaaski
2014 2014 13th Annual Workshop on Network and Systems Support for Games  
[45] who have investigated the effect of local latencies in traditional networked online games. To alleviate the need for external devices, Cattan et al.  ...  First, we review previous research on cloud gaming, specifically its benefits and challenges as well as the effect of latency for the quality of experience.  ... 
doi:10.1109/netgames.2014.7008957 dblp:conf/netgames/KamarainenSXY14 fatcat:s5jql6rmebgcniz6fs7gnn3zdi

Multimodality with Eye tracking and Haptics: A New Horizon for Serious Games?

Shujie Deng, Julie A. Kirkby, Jian Chang, Jian Jun Zhang
2014 International Journal of Serious Games  
An important point to note is that eye tracking is utilised in two ways, 1) eye movements are analysed to evaluate specific learning patterns while the user performs tasks in serious games, and 2) eye  ...  devices in order to provide applicable multimodal frameworks for learning-based games.  ...  which we can assess the development and effectiveness of serious games.  ... 
doi:10.17083/ijsg.v1i4.24 fatcat:dvekz4eyu5hlzhlggkmdgfhy3u

Efficient Multi-Player Computation Offloading for VR Edge-Cloud Computing Systems

Abdullah Alshahrani, Ibrahim A. Elgendy, Ammar Muthanna, Ahmed Mohammed Alghamdi, Adel Alshamrani
2020 Applied Sciences  
However, the limited battery capacity and computing resources of mobile devices restrict the execution of VR applications on these devices.  ...  In addition, it has been categorized as one of the ultra-low latency applications in which VR applications require an end-to-end latency of 5 ms.  ...  Local computational time and energy weight of computation task j of VR device i.  ... 
doi:10.3390/app10165515 fatcat:p53ks76vlzgbhit2ebul772kee
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