Trade-off Relationship Between Operability and Fairness in Networked Balloon Bursting Game Using Haptic Interface Devices

This paper investigates the trade-off relationship between the operability of haptic interface device and the fairness between players by carrying out subjective and objective QoE (Quality of Experience) assessments in a networked balloon bursting game. In the game, two players burst balloons in a 3D virtual space by using haptic interface devices, and they compete for the number of burst balloons. As a result, we confirm that there exists a trade-off relationship between the operability and fairness; that is, if we try to improve the fairness, the operability is degraded when the network delays are different from terminal to terminal; if we try to improve the operability, the fairness is damaged. We also find that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the slowest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can also be maintained as high as possible.

[1]  Martin Mauve,et al.  Local-lag and timewarp: providing consistency for replicated continuous applications , 2004, IEEE Transactions on Multimedia.

[2]  Farzad Safaei,et al.  Managing latency and fairness in networked games , 2006, CACM.

[3]  Yutaka Ishibashi,et al.  Fairness among game players in networked haptic environments influence of network latency , 2005, 2005 IEEE International Conference on Multimedia and Expo.

[4]  Fukushima Norishige,et al.  QoE assessment of fairness between players for balloon bursting game in networked virtual environment with haptic sense , 2015 .

[5]  Yutaka Ishibashi,et al.  Adaptive Δ-causality control with adaptive dead-reckoning in networked games , 2007, NetGames '07.

[6]  Yutaka Ishibashi,et al.  QoE assessment of fairness in networked game with olfaction: influence of time it takes for smell to reach player , 2014, Multimedia Systems.

[7]  Yutaka Ishibashi,et al.  The virtual-time rendering algorithm for haptic media synchronization in networked virtual environments , 2002 .

[8]  Mark Carson,et al.  NIST Net: a Linux-based network emulation tool , 2003, CCRV.

[9]  Yutaka Ishibashi,et al.  [Paper] Effects of Dynamic Local Lag Control on Sound Synchronization and Interactivity in Joint Musical Performance , 2014 .

[10]  Neel Joshi,et al.  Haptic Battle Pong: High-Degree-of-Freedom Haptics in a Multiplayer Gaming Environment , 2016 .

[11]  Fukushima Norishige,et al.  Influence of Network Delay on QoE for Soft Objects in Networked Haptic Virtual Environment , 2014 .

[12]  Yutaka Ishibashi,et al.  The effect of stereoscopic viewing of a virtual space on a networked game using haptic media , 2004, ACE '04.

[13]  S. Chatterjee,et al.  Regression Analysis by Example , 1979 .