基于群体同步控制的第一人称射击游戏交互性和公平性QoE评估

Yoshiaki Ida, Y. Ishibashi, Norishige Fukushima, S. Sugawara
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引用次数: 13

摘要

在第一人称射击(FPS)等网络实时游戏中,由于网络的延迟和抖动,无法保证服务质量(QoS),玩家之间的一致性和公平性可能会受到干扰。为了保持高的一致性和公平性,本文进行了群同步控制,调整多个终端之间的输出时序。然而,在控制下,交互性略有恶化。通过对FPS的体验质量(QoE)评估,研究了网络延迟和组同步控制参数对交互和公平性的影响。
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QoE assessment of interactivity and fairness in First Person Shooting with group synchronization control
In networked real-time games such as First Person Shooting (FPS) through a network which does not guarantee the Quality of Service (QoS), the consistency and fairness among players may be disturbed owing to network delay and jitter. To keep the consistency and fairness high, this paper carries out group synchronization control, which adjusts the output timing among multiple terminals. However, the interactivity slightly deteriorates under the control. By the Quality of Experience (QoE) assessment for FPS, this paper investigates the influences of network delay and a parameter of the group synchronization control on the interactivity and fairness.
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