Effects of unintended latency on gamer performance have been reported. End-to-end latency can be corrected by post-input manipulation of activation times, but this gives the player unnatural gameplay experience. For moving-target selection games such as Flappy Bird, the paper presents a predictive model of latency on error rate and a novel compensation method for the latency effects by adjusting the game’s geometry design – e.g., by modifying the size of the selection region. Without manipulation of the game clock, this can keep the user’s error rate constant even if the end-to-end latency of the system changes. The approach extends the current model of moving-target selection with two additional assumptions about the effects of latency: (1) latency reduces players’ cue-viewing time and (2) pushes the mean of the input distribution backward. The model and method proposed have been validated through precise experiments.
|Title of host publication||CHI 2019 - Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems|
|Publisher||Association for Computing Machinery|
|Publication status||Published - 2019 May 2|
|Event||2019 CHI Conference on Human Factors in Computing Systems, CHI 2019 - Glasgow, United Kingdom|
Duration: 2019 May 4 → 2019 May 9
|Name||Conference on Human Factors in Computing Systems - Proceedings|
|Conference||2019 CHI Conference on Human Factors in Computing Systems, CHI 2019|
|Period||19/5/4 → 19/5/9|
Bibliographical noteFunding Information:
This research was supported by the National Research Foundation of Korea (2017R1C1B2002101, 2018R1A5A7025409). SK’s research was funded by the Aalto University Seed Funding Grant GamerLab.
© 2019 Copyright held by the owner/author(s).
All Science Journal Classification (ASJC) codes
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design