Latency and jitter inherently limit the maintenance of consistency in Distributed Interactive Applications such as computer games, distributed whiteboards and real-time, collaborative environments. Although there has been much research into methods for maintaining consistency, there is a distinct lack of research exploring the connection between latency, jitter and the end user experience in Distributed Interactive Applications. We have developed an application that allows us to conduct trials under controlled latency and jitter conditions. This provides data, which can be analysed to characterise how people adapt to various degrees of latency and jitter. We present results that highlight how an increase in latency and jitter affect the...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...
Latency and jitter inherently limit the maintenance of consistency in Distributed Interactive Applic...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
Abstract – This paper is the second part of a two part paper that documents a detailed survey of the...
This paper has three objectives. Firstly it describes the historical development of Distributed Inte...
International audienceUsability of an interactive software can be highly impacted by the delays of p...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...
Latency and jitter inherently limit the maintenance of consistency in Distributed Interactive Applic...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
Response lag in digital games is known to negatively affect a player’s game experience. Particularly...
This paper is the first part of a two-part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
Abstract – This paper is the second part of a two part paper that documents a detailed survey of the...
This paper has three objectives. Firstly it describes the historical development of Distributed Inte...
International audienceUsability of an interactive software can be highly impacted by the delays of p...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper is the second part of a two part paper that documents a detailed survey of the research c...
This paper quantitively evaluates the relevance of network jitter on player satisfaction and perform...