Auflistung nach Autor:in "Halbhuber, David"
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- KonferenzbeitragThe Effects of Auditory Latency on Experienced First-Person Shooter Players(Mensch und Computer 2022 - Tagungsband, 2022) Halbhuber, David; Köhler, Annika; Schmidbauer, Markus; Wiese, Jannik; Henze, NielsLatency is inherently part of every interactive system and is particularly critical in video games. Previous work shows that visual latency above 25 ms reduces game experience and player performance. However, latency does not only affect visual perception but also may influence auditory elements of video games. It is unclear if auditory latency impairs the gaming experience and player performance with the same magnitude as visual latency. Therefore, we conducted an experiment with 24 participants playing a first-person shooter game. Participants played with four levels (0 ms, 40 ms, 270 ms, and 500 ms) of controlled auditory latency to reveal effects on game experience and player performance. Our analysis shows that auditory latency in video games increases the perceived tension, decreases positive feelings towards the game, and on its highest tested level (500 ms), even causes significantly stronger associations with negative feelings towards the game. Furthermore, we found that the negative effects of auditory latency are particularly pronounced for high-skilled players. We conclude that auditory latency negatively affects video games and their players. Therefore, researchers should investigate it with the same rigor as visual latency
- WorkshopbeitragFaster Might Not be Fast Enough: Improving Users’ Experience and Performance through Negative Latency(Mensch und Computer 2023 - Workshopband, 2023) Henze, Niels; Halbhuber, David; Wiese, JannikAll interactive systems have latency. Previous work showed that reducing latency has a wide range of positive effects and suggests that the benefits of reduced latency might continue even when approaching 0 ms of latency. Previouswork also developed approaches to predict users’ inputs and showed these predictions to reduce latencies’ negative effects. We propose to investigate the effects of predicting beyond a system’s latency which would essentially result in negative latency. Our recent work revealed that there is at least one task where negative latency could be beneficial. In this position paper, we discuss the potential impact and identify three challenges for future work.
- KonferenzbeitragThe Mood Game - How to use the player’s affective state in a shoot’em up avoiding frustration and boredom(Mensch und Computer 2019 - Tagungsband, 2019) Halbhuber, David; Fehle, Jakob; Kalus, Alexander; Seitz, Konstantin; Kocur, Martin; Schmidt, Thomas; Wolff, ChristianIn this demo paper, we present a shoot'em up game similar to Space Invaders called the "Mood Game" that incorporates players' affective state into the game mechanics in order to enhance the gaming experience and avoid undesired emotions like frustration and boredom. By tracking emotions through facial expressions combined with self-evaluation, keystrokes and performance measures, we have developed a game logic that adapts the playing difficulty based on the player's emotional state. The implemented game AI automatically adjusts the enemy spawn rate and enemy behavior, the amount of obstacles, the number and type of power ups and the game speed to provide a smooth game play for different player skills. The effects of our dynamic game balancing mechanism will be tested in future work.
- WorkshopbeitragTime and Timing in Human-Computer Interaction(Mensch und Computer 2023 - Workshopband, 2023) Riemer, Martin; Bogon, Johanna; Rußwinkel, Nele; Henze, Niels; Wiese, Eva; Halbhuber, David; Thomaschke, RolandTime perception is an integral aspect of human experience and has numerous implications for the communication between humans and computers. When interacting with computers, user experience is often compromised by non-optimal latency and temporal misperception. In this workshop, we gather scientists from diverse research fields (including Human-Computer Interaction, Psychology, Computer Sciences, and Design) to discuss the possibilities of altering the temporal experience of users of interactive systems and to reflect on the potential benefits and risks of such a systematic manipulation. This workshop aims to foster a shared understanding of imminent research questions at the intersection of time perception and HCI research and to identify strategies for tackling them in collaborative projects.
- WorkshopbeitragTime and Timing in Video Games: How Video Game and Time Perception Research can benefit each other(Mensch und Computer 2023 - Workshopband, 2023) Bogon, Johanna; Halbhuber, DavidTime is omnipresent in virtually all video games, shaping their design and mechanics. Players harness these temporal components to gain an advantage over their opponents and the game. The ability to use temporal properties stems from time being an essential aspect of human cognition and perception. In this position paper, we explore the potential synergies between the study of temporal cognition and perception and the study of video games. In particular, we highlight how fundamental research in these fields can benefit from analyzing temporal cognition in video games. By investigating the interaction between players and temporal elements in game environments, researchers can gain valuable insights into the mechanisms of human temporal cognition. Conversely, we also shed light on the reciprocal relationship between these findings and video game design. Incorporating knowledge from temporal cognition research, may allow game designers to enhance the overall game experience and improve player performance. This symbiotic exchange between research and video game development has the potential to foster innovation and create more engaging and immersive gaming experiences. Overall, our position paper emphasizes the interconnection between video games and temporal cognition research. By leveraging the ubiquitous nature of time in games and its fundamental role in human cognition, both fields can benefit from each other’s insights and advances.
- KonferenzbeitragUnderstanding the Effects of Perceived Avatar Appearance on Latency Sensitivity in Full-Body Motion-Tracked Virtual Reality(Mensch und Computer 2023 - Tagungsband, 2023) Halbhuber, David; Kocur, Martin; Kalus, Alexander; Angermeyer, Kevin; Schwind, Valentin; Henze, NielsLatency in virtual reality (VR) can decrease the feeling of presence and body ownership. How users perceive latency, however, is plastic and affected by the design of the virtual content. Previous work found that an avatar's visual appearance, particularly its perceived fitness, can be leveraged to change user perception and behavior. Moreover, previous work investigating non-VR video games also demonstrated that controlling avatars that visually conform to users' expectations associated with the avatars' perceived characteristics increases the users' latency tolerance. However, it is currently unknown if the avatar's visual appearance can be used to modulate the users' latency sensitivity in full-body motion-tracked VR. Therefore, we conducted two studies to investigate if the avatars' appearance can be used to decrease the negative impact of latency. In the first study, 41 participants systematically determined two sets of avatars whose visual appearance is perceived to be more or less fit in two physically challenging tasks. In a second study (N = 16), we tested the two previously determined avatars (perceived to be more fit vs. perceived to be less fit) in the two tasks using VR with two levels of controlled latency (system vs. high). We found that embodying an avatar perceived as more fit significantly increases the participants' physical performance, body ownership, presence, and intrinsic motivation. While we show that latency negatively affects performance, our results also suggest that the avatar's visual appearance does not alter the effects of latency in VR.
- KonferenzbeitragUsing Artificial Neural Networks to Compensate Negative Effects of Latency in Commercial Real-Time Strategy Games(Mensch und Computer 2022 - Tagungsband, 2022) Halbhuber, David; Seewald, Maximilian; Schiller, Fabian; Götz, Mathias; Fehle, Jakob; Henze, NielsCloud-based game streaming allows gamers to play Triple-A games on any device, anywhere, almost instantly. However, they entail one major disadvantage - latency. Latency, the time between input and output, worsens the players’ experience and performances. Reduc same game experience as in local gaming. Previous work demonstrates that deep learning-based techniques can compensate for a game’s latency if the artificial neural network has access to the game’s internal state during inference. However, it is unclear if deep learning can be used to compensate for the latency of unmodified commercial video games. Hence, this work investigates the use of deep learning-based latency compensation in commercial video games. In a first study, we collected data from 21 participants playing real-time strategy games. We used the data to train two artificial neural networks. In a second study with 12 participants, we compared three different scenarios: (1) playing without latency, (2) playing with 50 ms of controlled latency, and (3) playing with 50 ms latency fully compensated by our system. Our results show that players associated the gaming session with less negative feelings and were less tired when supported by our system. We conclude that deep learning-based latency compensation can compensate the latency of commercial video games without accessing the internal state of the game. Ultimately, our work enables cloud-based game streaming providers to offer gamers a better and more responsive gaming experience.