Zobrazeno 1 - 10
of 10
pro vyhledávání: '"David Halbhuber"'
Autor:
David Halbhuber
Publikováno v:
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play.
Publikováno v:
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play.
Publikováno v:
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play.
Publikováno v:
Proceedings of the ACM on Human-Computer Interaction. 5:1-20
Cloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN
Latency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::89bfbe78b90cbd30036feb653fdd5a31
https://epub.uni-regensburg.de/53769/
https://epub.uni-regensburg.de/53769/
Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter Players
Users’ expectations about systems alter how they interact with them, thereby influencing their experience. Latency is also known to alter experience and performance in interactive systems, particularly in video games. Currently, it is unclear if us
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::49b437b5ffd53de161f3cc88c4f3064b
https://epub.uni-regensburg.de/53778/
https://epub.uni-regensburg.de/53778/
Latency is inherently part of every interactive system and is particularly critical in video games. Previous work shows that visual latency above 25 ms reduces game experience and player performance. However, latency does not only affect visual perce
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::5cb98ff73b525bafc6a0188a32a1df61
https://epub.uni-regensburg.de/53766/
https://epub.uni-regensburg.de/53766/
Cloud-based game streaming allows gamers to play Triple-A games on any device, anywhere, almost instantly. However, they entail one major disadvantage - latency. Latency, the time between input and output, worsens the players’ experience and perfor
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::ee6744f76495f22b32fae64ced040baf
https://epub.uni-regensburg.de/53767/
https://epub.uni-regensburg.de/53767/
Autor:
Niels Henze, Jonathan Sasse, David Halbhuber, Valentin Schwind, Jakob Fehle, Andreas Pfaffelhuber, Julian Dietz, Christoph Tögel
Publikováno v:
VRST
Motion tracking technologies and avatars in virtual reality (VR) showing the movements of the own body enable high levels of presence and a strong illusion of body ownership (IBO) – key features of immersive systems and gaming experiences in virtua
Autor:
Jakob Fehle, Alexander Kalus, Christian Wolff, Martin Kocur, David Halbhuber, Thomas Schmidt, Konstantin Seitz
Publikováno v:
Mensch & Computer
In this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustrat