Kenny, Alan, McLoone, Seamus, Ward, Tomas E. and Delaney, Declan (2006) Using User Perception to Determine Suitable Error Thresholds for Dead Reckoning in Distributed Interactive Applications. In: IET Irish Signals and Systems Conference, June 28-30, 2006, Dublin, Ireland.
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Abstract
Entity state update mechanisms are readily employed in Distributed
Interactive Applications (DIAs), particularly in networked games.
These mechanisms use prediction techniques in order to reduce the
number of update packets sent across the network, while
maintaining a high level of consistency from the remote user’s point
of view. These mechanisms only send update packets when the local
user’s actual behaviour differs from the predictive behaviour by a
certain value, often referred to as the error threshold. In practice,
this value is arbitrarily chosen and typically reflects what ‘appears’
to be suitable. It has been illustrated in various other media that
psycho-perceptual measures can be used to greatly improve
compression techniques, while maintaining satisfactory end-user
experience. The best example of this is the MP3 compression used in
audio. This paper describes a preliminary study designed to collect
information relating to a subject’s perception of a networked
computer game. The main motivation behind this work is to
investigate if psycho-perceptual measures can be used to obtain
appropriate error threshold measures for entity state prediction
mechanisms. Here, we employ Dead Reckoning as it is the simplest
and most commonly used of these mechanisms in distributed
gaming. The experiment outlined in this paper attempts to
determine if an error threshold can be chosen from the users’
perception, where user feedback is determined via linguistic
variables. Furthermore, the effects of convergence, the speed of the
entity and the shape of the entity trajectory are also examined from
a psycho-perceptual viewpoint. The results are presented within.
Item Type: | Conference or Workshop Item (Paper) |
---|---|
Keywords: | Distributed Interactive Applications (DIAs), Psycho- Perceptual Measures, Dead Reckoning, Networked Games |
Academic Unit: | Faculty of Science and Engineering > Electronic Engineering |
Item ID: | 1348 |
Depositing User: | Dr Tomas Ward |
Date Deposited: | 12 May 2009 09:49 |
Refereed: | Yes |
URI: | https://mu.eprints-hosting.org/id/eprint/1348 |
Use Licence: | This item is available under a Creative Commons Attribution Non Commercial Share Alike Licence (CC BY-NC-SA). Details of this licence are available here |
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