In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players' terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.
In this paper, we carry out QoE (Quality of Experience) assessment to investigate influences of olfactory and auditory senses on fairness for a networked virtual 3D object identification game with haptics. In the game, two players try to identify objects which are placed in a shared 3D virtual space. In the assessment, we carry out the game in four cases. Smells and sounds are presented in the first case, only sounds are done in the second case, and only smells are done in the third case. In the last case, we present neither smell nor sound. As a result, we demonstrate that the fairness deteriorates more largely as the difference in conditions between two users becomes larger.
This paper investigates the effect of local lag control on the synchronization quality of sound, interactivity, and comprehensive quality as QoE (Quality of Experience) in a networked haptic drum system. We handle joint performance in the system, where two users play a drum set in a 3D virtual space with the same rhythm at the same tempo. As a result, we illustrate that QoE depends on the network delay, and there exists the optimum value of local lag according to the network delay.
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