{"title":"[Paper] Influence of Local Lag on Human Perception of Softness in Networked Virtual Environment with Haptic Sense","authors":"M. Oo, Y. Ishibashi, K. Mya","doi":"10.3169/mta.10.18","DOIUrl":null,"url":null,"abstract":"game subjectively and objectively. They 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, they find that the operability of haptic interface device depends on the local lag, which is set to the network delay. They also confirm that there exists a trade-off relationship between the operability and fairness. However, they do not examine the influence of local lag on the human perception of object features. In [18], the authors examine the influence of network delay on human perception of weight in a networked virtual environment by experiment. Each of two users Abstract This paper investigates the influence of local lag on human perception of softness in a networked virtual environment with haptic sense by Quality of Experience (QoE) assessment. The local lag control can keep the consistency in the game state among multiple terminals by setting the local lag to the network delay. In the assessment, we employ only one terminal in a networked haptic balloon bursting game where there are two balloons in a virtual space; one balloon has a standard value of softness (expressed in force here) and the local lag is set to 0 ms, and the other has a different value of softness and the local lag is set to a certain value. Each subject bursts the two balloons by using a haptic interface device and answers which balloon is harder or not. As a result, we clarify how largely the local lag makes the softness harder.","PeriodicalId":41874,"journal":{"name":"ITE Transactions on Media Technology and Applications","volume":"225 1","pages":""},"PeriodicalIF":0.5000,"publicationDate":"2022-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"ITE Transactions on Media Technology and Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.3169/mta.10.18","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"ENGINEERING, ELECTRICAL & ELECTRONIC","Score":null,"Total":0}
引用次数: 1
Abstract
game subjectively and objectively. They 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, they find that the operability of haptic interface device depends on the local lag, which is set to the network delay. They also confirm that there exists a trade-off relationship between the operability and fairness. However, they do not examine the influence of local lag on the human perception of object features. In [18], the authors examine the influence of network delay on human perception of weight in a networked virtual environment by experiment. Each of two users Abstract This paper investigates the influence of local lag on human perception of softness in a networked virtual environment with haptic sense by Quality of Experience (QoE) assessment. The local lag control can keep the consistency in the game state among multiple terminals by setting the local lag to the network delay. In the assessment, we employ only one terminal in a networked haptic balloon bursting game where there are two balloons in a virtual space; one balloon has a standard value of softness (expressed in force here) and the local lag is set to 0 ms, and the other has a different value of softness and the local lag is set to a certain value. Each subject bursts the two balloons by using a haptic interface device and answers which balloon is harder or not. As a result, we clarify how largely the local lag makes the softness harder.
游戏主观上和客观上。他们处理一个网络气球爆破游戏,其中两名玩家使用触觉界面设备在3D虚拟空间中爆破气球(即软物体),玩家竞争爆破气球的数量。因此,他们发现触觉界面设备的可操作性取决于本地延迟,即设置为网络延迟。它们还证实了可操作性与公平性之间存在着一种权衡关系。然而,他们并没有研究局部滞后对人类感知物体特征的影响。在b[18]中,作者通过实验研究了网络延迟对网络虚拟环境中人类权重感知的影响。摘要本文采用体验质量(Quality of Experience, QoE)评价方法研究了网络虚拟环境中局部滞后对人触觉感知柔软度的影响。本地延迟控制通过将本地延迟设置为网络延迟来保持多终端之间游戏状态的一致性。在评估中,我们在一个虚拟空间中有两个气球的网络触觉气球爆破游戏中只使用了一个终端;一个气球有一个标准值的柔软度(在这里用力表示),局部滞后设置为0 ms,另一个气球有一个不同的柔软度值,局部滞后设置为某个值。每个实验对象通过使用触觉界面设备击破两个气球,并回答哪个气球更硬或不硬。因此,我们澄清了局部滞后在多大程度上使疲软变得更加困难。