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Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit

机译:延迟玩:时间差会带来糟糕的表现,而经验会跟风

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Delays are ever-present in interactive tasks, such as controlling a cursor with a mouse. Unfortunately, perceptible delays are likely to affect both quality of experience and task performance, and even imperceptible delays can potentially be harmful to performance. This paper presents a controlled behavioural experiment that explores the impact of delay on interactions with motor inputs and visual outputs. Because system and network delays interact and overlap, we address total interface delay, focusing on the effect rather than the cause. In the experiment, 51 participants played a simple game of chase-and -catch, using the mouse to intercept a bouncing target. The game includes three levels of difficulty, defined by the speed of the target, with controlled interface delay added between the mouse and the corresponding cursor. The delay values ranged from the system's minimum processing time of 40 ms up to a total of 440 ms. We evaluated participants' game performance, as well as perceived game responsiveness. In line with predictions, our analyses show a negative relation between delay and quality of experience, along with deteriorating performance. In contrast, performance does not co-vary with self-reported game skill. Moreover, an individual's experience with other time-dependent activities has no significant effect on neither performance nor experience, with one exception - musical practice appears to benefit performance for this type of interaction.
机译:在交互式任务(例如,用鼠标控制光标)中总是存在延迟。不幸的是,可察觉的延迟可能会影响体验质量和任务性能,甚至不可察觉的延迟也可能对性能造成危害。本文提出了一个受控的行为实验,探讨了延迟对运动输入和视觉输出交互作用的影响。由于系统和网络延迟相互作用和重叠,因此我们着眼于总的接口延迟,重点是影响而不是原因。在实验中,有51位参与者玩了一个简单的追赶游戏,使用鼠标拦截弹跳目标。游戏包括三个难度级别,由目标的速度定义,并在鼠标和相应的光标之间添加了受控的界面延迟。延迟值的范围从系统的最小处理时间40毫秒到总共440毫秒。我们评估了参与者的游戏表现以及感知的游戏响应能力。与预测相符,我们的分析显示,延迟与体验质量之间的负相关关系,以及绩效的下降。相反,性能并不能与自我报告的游戏技能保持一致。此外,一个人在其他与时间有关的活动上的经历对表演和经验都没有显着影响,只有一个例外-音乐实践似乎可以使这种类型的互动受益于表演。

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