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Subjective quality assessment for multiplayer real-time games

Christian Schaefer, Thomas Enderes, Hartmut Ritter, Marina Zitterbart
2002 Proceedings of the 1st workshop on Network and system support for games - NETGAMES '02  
Subsequently, an experimental study is conducted to assess the game quality of a multiplayer real-time game, XBlast, for different network conditions.  ...  After describing the potential of games for Third Generation (3G) mobile networks, this paper establishes first guidelines to perform subjective assessment of game quality.  ...  Thanks to Ran Yan, VP Wireless Research, and Krishan Sabnani, VP Networking Research, for making this project possible.  ... 
doi:10.1145/566500.566511 dblp:conf/netgames/SchaeferERZ02 fatcat:4wmt2vojhvfhxhmh2iefc2vghi

High school students involved and not involved in MMORPG: Creativity and innovativeness

Olga Mikhailova
2019 International Journal of Cognitive Research in Science, Engineering and Education  
The questionnaire included questions about whether the respondent has ever played computer games, his/her gaming preferences, time spent on the game, the features of game behavior, motivation of the subjects  ...  Omelchenko for the study of the individual's gaming activity, experience and gaming genre preferences and a questionnaire to assess roleplaying computer games engagement levels by E. V.  ...  ACKNOWLEDGMENTS The article is made in the framework of the initiative of "Internet-space as an Innovative Environment for Personal Self-realisation in Contemporary Society", performed on the basis of  ... 
doi:10.5937/ijcrsee1902029m fatcat:dldv6xsxsjauzdsjgbi75mhij4

Empirical study of subjective quality for Massive Multiplayer Games

Michal Ries, Philipp Svoboda, Markus Rupp
2008 2008 15th International Conference on Systems, Signals and Image Processing  
Online gaming is a member of the real time interactive multimedia services.  ...  The initial step is to develop a test setup for subjective quality evaluation for MMOG games. The final outcome of this paper is to propose a QoS metric for online gaming.  ...  ACKNOWLEDGMENT The authors would like to thank mobilkom austria AG for supporting their research.  ... 
doi:10.1109/iwssip.2008.4604397 fatcat:ybwp7jmzj5bl3e6cjc2i27li3y

Local Multiplayer Immersion Affected by 3D Stereoscopy

Daniel P.O. Wiedemann, Peter Passmore, Magnus Moar
2017 Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts  
Local multiplayer and the game being specifically developed for 3D, differentiates this study from others.  ...  The Game: Nicely Dicely Nicely Dicely (see Figure 1 ) is a 3D local multiplayer physics-based game, for up to four simultaneous players. The whole game takes place on one screen.  ... 
doi:10.1145/3130859.3131429 dblp:conf/chiplay/WiedemannPM17 fatcat:hoxbupup5ndvncplekueguyroi

Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study

Belén Rubio Ballester, Sergi Bermúdez i Badia, Paul F. M. J. Verschure
2012 Presence - Teleoperators and Virtual Environments  
We test this hypothesis using the Rehabilitation Gaming System (RGS), an ICT virtual reality tool for upper extremities motor rehabilitation.  ...  game session (p ¼ .04).  ...  Both players and therapists can observe the whole arms of the players in real time.  ... 
doi:10.1162/pres_a_00129 fatcat:mbv3ug4nlvcsbnkw2owocrxh3a

Guest editorial: special issue on network and systems support for games

Maha Abdallah, Khaled Boussetta, Wei Tsang Ooi
2014 Multimedia Systems  
Last but not least, our final paper in this special issue, ''QoE Assessment of Fairness in Networked Game with Olfaction: Influence of Time It Takes for Smell to Reach Player'' ventures into future networked  ...  quality from those with lower quality.  ... 
doi:10.1007/s00530-014-0401-1 fatcat:baz2k43u4jhqzo75yplwwgjcse

Psychological Predictors of Intensive Practice of Massively Multiplayer Online Role-Playing Games

Jessica Marchetti, Carol Sankey, Isabelle Varescon
2016 Journal of Psychology Research  
Massively Multiplayer Online Role-Playing Games (MMORPG) are video games with special characteristics, which are a persistent immersive online virtual world with the creation of an avatar and an important  ...  These specificities raise the question of the need for some players to practice intensively and to neglect the real world in favor of the virtual one.  ...  Introduction  Massively Multiplayers Online Role Playing Games (MMORPG) are video games that require an Internet connection and have the distinctive feature to combine at the same time a large number  ... 
doi:10.17265/2159-5542/2016.11.006 fatcat:la7jnt3gxza6lcdxyfthvpjj2y

Web-Based Multiplayer Online Role Playing Game (MORPG) for Assessing Students' Java Programming Knowledge and Skills

Maiga Chang, Kinshuk
2010 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning  
This paper discusses the current practices of assessing students' Java programming language concepts and skills by using educational multiplayer online role playing game.  ...  As a solution, a game based assessment and exercise design is proposed for Java programming which will keep students on the task, and provide motivation and challenges.  ...  Third, the online judge system [6] [9] is not yet integrated into the game. Without the online judge system, the source code submitted by the player cannot be assessed in real time.  ... 
doi:10.1109/digitel.2010.20 dblp:conf/digitel/ChangK10 fatcat:tcvwoke2fbgarisqsaoikk6bxq

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play

Ryan Perry, Anders Drachen, Allison Kearney, Simone Kriglstein, Lennart E. Nacke, Rafet Sifa, Guenter Wallner, Daniel Johnson
2018 Computers in Human Behavior  
Acknowledgements: The authors would like to thank the participants for their time and input, and the MindMax initiative (funded by the Movember Foundation) for partially supporting this research.  ...  The initiative had no direct involvement in the design, data collection and analysis, or report writing and submission decisions for the present study.  ...  We note that a similar limitation of the present study is our reliance on subjective survey data for our assessment of passion and social capital.  ... 
doi:10.1016/j.chb.2017.10.032 fatcat:uwwqx4mwlvdbfjybv6a42rloqa

Massively Multiplayer Game-based Education

Peter Godwod
2019 Journal of Modern Science  
Technological advancement progressively affects games quality and availability, provides opportunity for new types and genres of games.  ...  It has been reasoned that game use and gamification in education is highly subjective and its effectiveness cannot be generalized for specific group.  ...  Massive multiplayer games Quality of games is that those use is scaleable, understood in a wide context: most importantly, because game mechanics are unified -and game rules will not change unless intended  ... 
doi:10.13166/jms/108947 fatcat:gxggknqsybgidoyalwoaoa2bgq

Modeling and Characterizing User Experience in a Cloud Server Based Mobile Gaming Approach

Shaoxuan Wang, Sujit Dey
2009 GLOBECOM 2009 - 2009 IEEE Global Telecommunications Conference  
Based on the above analysis, we develop a model for Mobile Gaming User Experience (MGUE), and develop a prototype for real-time measurement of MGUE that can be used in real networks.  ...  We analyze the factors affecting the quality of user experience using the CMG approach, including the game genres, video encoding factors, and the conditions of the wireless network.  ...  to the mobile devices in real time.  ... 
doi:10.1109/glocom.2009.5425784 dblp:conf/globecom/WangD09a fatcat:2mmcejcgw5dtfdzjjpuj6b6tfi

Social Integration of Stroke Patients through the Multiplayer Rehabilitation Gaming System [chapter]

Martina Maier, Belén Rubio Ballester, Esther Duarte, Armin Duff, Paul F. M. J. Verschure
2014 Lecture Notes in Computer Science  
By creating a multiplayer game that enhances performance of the patient through an adaptive mapping methodology, we compensate for motor impairments and allow the patient to interact with other participants  ...  Nevertheless we believe that the new multiplayer scenario in RGS is a valuable tool for further investigation of our claims and for assessing its impact on future stroke recovery.  ...  This allowed us to understand to which extent a multiplayer game in RGS could be beneficial for the rehabilitation process from a psychosocial point of view.  ... 
doi:10.1007/978-3-319-05972-3_12 fatcat:np75rg2dobfuxgpwl3wxzymnam

On the impact of delay on real-time multiplayer games

Lothar Pantel, Lars C. Wolf
2002 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video - NOSSDAV '02  
Delay leads to significant problems for real-time multiplayer games.  ...  Many system aspects in real-time multiplayer games are based on assumptions about times.  ... 
doi:10.1145/507670.507674 dblp:conf/nossdav/PantelW02 fatcat:q5qoxksinncmxnbe7qazeiwgwe

Usability heuristics for networked multiplayer games

David Pinelle, Nelson Wong, Tadeusz Stach, Carl Gutwin
2009 Proceedinfs of the ACM 2009 international conference on Supporting group work - GROUP '09  
Evaluators found more usability problems with NGH, and stated that the new heuristics were better for evaluating multiplayer game usability.  ...  We tested the new heuristics by having evaluators use them and an existing set to assess the usability of two networked games.  ...  From these reviews, we derived a set of usability heuristics for assessing multiplayer game usability.  ... 
doi:10.1145/1531674.1531700 dblp:conf/group/PinelleWSG09 fatcat:p6vvxq74xzaklf2yhhrmwqsiey

Analysis of factors affecting players' performance and perception in multiplayer games

Matthias Dick, Oliver Wellnitz, Lars Wolf
2005 Proceedings of 4th ACM SIGCOMM workshop on Network and system support for games - NetGames '05  
We introduce a mean opinion score metric borrowed from the subjective analysis of audio and video content to classify the player's perceived game quality.  ...  With a survey we investigated the player's view on network latency for a variety of games.  ...  The authors thank Michael Koch for the preparation of the survey as well as all other participants of the experimental studies and the survey.  ... 
doi:10.1145/1103599.1103624 dblp:conf/netgames/DickWW05 fatcat:c3ravgimjzeglesogkwbyqgdcm
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