Mark Claypool, Andy Cockburn and Carl Gutwin
All real-time computer games, particularly networked computer games, have a delay from when a player starts an action (e.g., clicking the mouse) until the game renders the result (e.g., firing a projectile). This delay can degrade both player performance (e.g., lower game score) and quality of experience (e.g., less fun). While previous work has studied the effects of delay on commercial games and individual game actions, a more detailed understanding is needed of the effects of delay on moving target selection with realistic target motion. This paper presents an in-depth study of the effects of delay on the fundamental game action of selecting a moving target with a mouse with parameters for the target motion - turn frequency and turn angle. We design and implement a custom game where players select moving targets using a mouse, while the game controls both the target motion and input delay. Analysis of data gathered in a 56-person user study shows both user time and accuracy in selecting the moving target degrade with delay. Target turn frequency and turn angle can make a target easier to select (i.e., selection accuracy increases), but take longer to do so (i.e., selection time increases), because turning slows targets down while making them less predictable.
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Mark Claypool. Game Input with Delay - Moving Target Selection with a Game Controller Thumbstick, ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), Special Issue on Delay-Sensitive Video Computing in the Cloud, Volume 14, Number 3, Article 57, https://doi.org/10.1145/3187288, June 2018. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-thumbstick/
Ragnhild Eg, Kjetil Raaen and Mark Claypool. Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit, In Proceedings of the 10th International Conference on Quality of Multimedia Experience (QoMEX), Sardinia, Italy, June 2018. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-qoe/
Mark Claypool, Ragnhild Eg and Kjetil Raaen. Modeling User Performance for Moving Target Selection with a Delayed Mouse, In Proceedings of the 23rd International Conference on MultiMedia Modeling (MMM), Reykjavik, Iceland, January 4-6, 2017. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-mmm/
Mark Claypool. On Models for Game Input with Delay - Moving Target Selection with a Mouse, In Proceedings of the IEEE International Symposium on Multimedia (ISM), (Invited Paper), San Jose, California, USA, December 11-13, 2016. Online at: http://www.cs.wpi.edu/~claypool/papers/delay-action-ism/