Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3458305.3478455acmconferencesArticle/Chapter ViewAbstractPublication PagesmmsysConference Proceedingsconference-collections
research-article

Datasets: Moving Target Selection with Delay

Published: 22 September 2021 Publication History

Abstract

When software and hardware processes cause delay between an input and an output, consequences can be both harmful and annoying. In games, this type of delay can cause actions to lag behind a player's inputs. Studies on delayed game actions show negative impact on both player performance and quality of experience. Further research could expand upon this knowledge with more robust data modeling and analysis, as well as a wider range of actions. This paper describes publicly available datasets from four user studies on the effects of delay on the fundamental game action of selecting a moving target with a pointing device. They include performance data, such as time to selection, and demographic data, such as age and gaming experience. Example analysis illustrating the use of the datasets is shown, including comparison of pointing devices, demographic analysis with performance, and analytic modeling.

Supplementary Material

ZIP File (p320-liu.zip)
Supplemental material.

References

[1]
2020. Market Report - Global Video Games Industry. Report Linker. 167 pages.
[2]
Rahul Amin, France Jackson, Juan E. Gilbert, Jim Martin, and Terry Shaw. 2013. Assessing the Impact of Latency and Jitter on the Perceived Quality of Call of Duty Modern Warfare 2. In Proceedings of HCI -- Users and Contexts of Use. Las Vegas, USA.
[3]
Anastasiia Beznosyk, Peter Quax, Karin Coninx, and Wim Lamotte. 2011. Influence of Network Delay and Jitter on Cooperation in Multiplayer Games. In Proceedings of the International Conf.on Virtual Reality Continuum and Its Applications in Industry (Hong Kong, China). 4 pages.
[4]
K. Chen, P. Haung, G. Wang, C. Huang, and C. Lee. 2006. On the Sensitivity of Online Game Playing Time to Network QoS. In Proceedings of IEEE Infocom. Barcelona, Spain.
[5]
Mark Claypool. 2016. On Models for Game Input with Delay - Moving Target Selection with a Mouse. In Proceedings of the IEEE International Symposium on Multimedia (ISM). San Jose, CA, USA.
[6]
Mark Claypool. 2018. Game Input with Delay - Moving Target Selection with a Game Controller Thumbstick. ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM) 14, 3s (Aug. 2018).
[7]
Mark Claypool, Andy Cockburn, and Carl Gutwin. 2019. Game Input with Delay - Moving Target Selection Parameters. In Proceedings of the 10th Annual ACM Multimedia Systems Conference (MMSys). Amherst, MA, USA.
[8]
Mark Claypool, Ragnhild Eg, and Kjetil Raaen. 2016. The Effects of Delay on Game Actions: Moving Target Selection with a Mouse. In Proceedings of the ACM Annual Symposium on Computer-Human Interaction in Play (CHI PLAY). Austin, TX, USA.
[9]
Mark Claypool, Ragnhild Eg, and Kjetil Raaen. 2017. Modeling User Performance for Moving Target Selection with a Delayed Mouse. In Proceedings of the 23rd International Conference on MultiMedia Modeling (MMM). Reykjavik, Iceland.
[10]
Tobias Fritsch, Hartmut Ritter, and Jochen H. Schiller. 2005. The Effect of Latency and Network Limitations on MMORPGs: a Field Study of Everquest 2. In Proceedings of the 4th ACM Network and System Support for Games. Hawthorne, NY, USA.
[11]
Michael Jarschel, Daniel Schlosser, Sven Scheuring, and Tobias Hossfeld. 2011. An Evaluation of QoE in Cloud Gaming Based on Subjective Tests. In Proccedings of the Conf.on Innovative Mobile and Internet Services in Ubiquitous Computing. Seoul, Korea.
[12]
Ricardo Jota, Albert Ng, Paul Dietz, and Daniel Wigdor. 2013. How Fast is Fast Enough? A Study of the Effects of Latency in Direct-touch Pointing Tasks. In Proceedings of the SIGCHI conference on human factors in computing systems.
[13]
Yeng-Ting Lee, Kuan-Ta Chen, Han-I Su, and Chin-Laung Lei. 2012. Are all games equally cloud-gaming-friendly? An electromyographic approach. In 11th Annual Workshop on Network and Systems Support for Games (NetGames). IEEE.
[14]
Shengmei Liu and Mark Claypool. 2021. Game Input with Delay - A Model of the Time Distribution for Selecting a Moving Target with a Mouse. In Proceedings of the 27th International Conference on MultiMedia Modeling (MMM). Virtual Conference.
[15]
Shengmei Liu, Atsuo Kuwahara, Jamie Sherman, James Scovell, and Mark Claypool. 2021. Lower is Better? The Effects of Local Latencies on Competitive First Person Shooter Game Players. In Proceedings of theACM Conference on Human Factors in Computing Systems (CHI). Virtual (was Yokohama, Japan).
[16]
Michael Long and Carl Gutwin. 2018. Characterizing and Modeling the Effects of Local Latency on Game Performance and Experience. In Proceedings of the ACM Computer-Human Interaction in Play (CHI PLAY). Melbourne, VC, Australia.
[17]
Michael Long and Carl Gutwin. 2019. Effects of Local Latency on Game Pointing Devices and Game Pointing Tasks. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI). Glasgow, Scotland, UK.
[18]
Andy Cockburn Mark Claypool and Carl Gutwin. 2020. The Impact of Motion and Delay on Selecting Game Targets with a Mouse. ACM Transactions on Multimedia, Computing, Communication and Applications (TOMM) 16, 2 (May 2020).
[19]
Kjetil Raaen and Ragnhild Eg. 2015. Instantaneous Human-Computer Interactions: Button Causes and Screen Effects. In Proceedings of the 17th HCI International.
[20]
Kjetil Raaen Ragnhild Eg and Mark Claypool. 2018. Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit. In Proceedings of the Conference on Quality of Multimedia Experience (QoMEX). Sardinia, Italy.
[21]
S. S. Sabet, S. Schmidt, C. Griwodz, and S. Möller. 2019. Towards the Impact of Gamers' Adaptation to Delay Variation on Gaming Quality of Experience. In Proceedings of the International Conf.on Quality of Multimedia Experience (QoMEX).
[22]
S. S. Sabet, S. Schmidt, S. Zadtootaghaj, C. Griwodz, and S. Möller. 2020. Delay Sensitivity Classification of Cloud Gaming Content. In Proceedings of the International Workshop on Immersive Mixed and Virtual Environment Systems (MMVE).
[23]
R. Shea, L. Jiangchuan, E. Ngai, and Y. Cui. 2013. Cloud Gaming: Architecture and Performance. IEEE Network 27, 4 (Jul-Aug 2013), 16--21.

Cited By

View all
  • (2024)The Effect of Latency on Movement Time in Path-steeringProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642316(1-19)Online publication date: 11-May-2024

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
MMSys '21: Proceedings of the 12th ACM Multimedia Systems Conference
June 2021
254 pages
ISBN:9781450384346
DOI:10.1145/3458305
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

In-Cooperation

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 22 September 2021

Permissions

Request permissions for this article.

Check for updates

Badges

Author Tags

  1. gamer
  2. lag
  3. latency

Qualifiers

  • Research-article

Conference

MMSys '21
Sponsor:
MMSys '21: 12th ACM Multimedia Systems Conference
September 28 - October 1, 2021
Istanbul, Turkey

Acceptance Rates

MMSys '21 Paper Acceptance Rate 18 of 55 submissions, 33%;
Overall Acceptance Rate 176 of 530 submissions, 33%

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)13
  • Downloads (Last 6 weeks)1
Reflects downloads up to 16 Jan 2025

Other Metrics

Citations

Cited By

View all
  • (2024)The Effect of Latency on Movement Time in Path-steeringProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642316(1-19)Online publication date: 11-May-2024

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media