| The effects of loss and latency on user performance in unreal tournament 2003® |
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Network and System Support for Games
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Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
table of contents
Portland, Oregon, USA
SESSION: User experience
table of contents
Pages: 144 - 151
Year of Publication: 2004
ISBN:1-58113-942-X
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Authors
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Tom Beigbeder
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Worcester Polytechnic Institute, Worcester, MA
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Rory Coughlan
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Worcester Polytechnic Institute, Worcester, MA
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Corey Lusher
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Worcester Polytechnic Institute, Worcester, MA
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John Plunkett
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Worcester Polytechnic Institute, Worcester, MA
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Emmanuel Agu
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Worcester Polytechnic Institute, Worcester, MA
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Mark Claypool
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Worcester Polytechnic Institute, Worcester, MA
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Downloads (6 Weeks): 16, Downloads (12 Months): 143, Citation Count: 37
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ABSTRACT
The growth in the popularity of interactive network games has increased the importance of a better understanding of the effects of packet loss and latency on user performance. While previous work on network games has studied user tolerance for high latencies and has studied the effects of latency on user performance in real-time strategy games, to the best of our knowledge, there has been no systematic study of the effects of loss and latency on user performance. In this paper we study user performance for Unreal Tournament 2003 (UT2003), a popular first person shooter game, under varying amounts of packet loss and latency. First, we deduced typical real world values of packet loss and latency experienced on the Internet by monitoring numerous operational UT2003 game servers. We then used these deduced values of loss and latency in a controlled networked environment that emulated various conditions of loss and latency, allowing us to monitor UT2003 at the network, application and user levels. We designed maps that isolated the fundamental first person shooter interaction components of movement and shooting, and conducted numerous user studies under controlled network conditions. We find that typical ranges of packet loss have no impact on user performance or on the quality of game play. The levels of latency typical for most UT2003 Internet servers, while sometimes unpleasant, do not significantly affect the outcome of the game. Since most first person shooter games typically consist of generic player actions similar to those that we tested, we believe that these results have broader implications.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 37
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Jelena Mirkovic , Peter Reiher , Sonia Fahmy , Roshan Thomas , Alefiya Hussain , Stephen Schwab , Calvin Ko, Measuring denial Of service, Proceedings of the 2nd ACM workshop on Quality of protection, October 30-30, 2006, Alexandria, Virginia, USA
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Jelena Mirkovic , Alefiya Hussain , Brett Wilson , Sonia Fahmy , Peter Reiher , Roshan Thomas , Wei-Min Yao , Stephen Schwab, Towards user-centric metrics for denial-of-service measurement, Proceedings of the 2007 workshop on Experimental computer science, p.8-es, June 13-14, 2007, San Diego, California
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Carl Gutwin , Christopher Fedak , Mark Watson , Jeff Dyck , Tim Bell, Improving network efficiency in real-time groupware with general message compression, Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work, November 04-08, 2006, Banff, Alberta, Canada
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Jason But , Thuy Nguyen , Lawrence Stewart , Nigel Williams , Grenville Armitage, Performance analysis of the ANGEL system for automated control of game traffic prioritisation, Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games, p.123-128, September 19-20, 2007, Melbourne, Australia
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Jelena Mirkovic , Alefiya Hussain , Brett Wilson , Sonia Fahmy , Peter Reiher , Roshan Thomas , Wei-Min Yao , Stephen Schwab, A user-centric metric for denial-of-service measurement, Experimental computer science on Experimental computer science, p.7-7, June 13-14, 2007, San Diego
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Jelena Mirkovic , Alefiya Hussain , Brett Willson , Sonia Fahmy , Wei-Min Yao , Peter Reiher , Stephen Schwab , Roshan Thomas, When is service really denied?: a user-centric dos metric, ACM SIGMETRICS Performance Evaluation Review, v.35 n.1, June 2007
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Yaw Anokwa , Colin Dixon , Gaetano Borriello , Tapan Parikh, Optimizing high latency links in the developing world, Proceedings of the 2008 ACM workshop on Wireless networks and systems for developing regions, September 19-19, 2008, San Francisco, California, USA
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Ashwin Bharambe , John R. Douceur , Jacob R. Lorch , Thomas Moscibroda , Jeffrey Pang , Srinivasan Seshan , Xinyu Zhuang, Donnybrook: enabling large-scale, high-speed, peer-to-peer games, ACM SIGCOMM Computer Communication Review, v.38 n.4, October 2008
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