The effect of latency on user performance in Warcraft III
NetGames '03 Proceedings of the 2nd workshop on Network and system support for games
The effects of loss and latency on user performance in unreal tournament 2003®
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Communications of the ACM - Web science
Response time in man-computer conversational transactions
AFIPS '68 (Fall, part I) Proceedings of the December 9-11, 1968, fall joint computer conference, part I
Cloud Computing: Web-Based Applications That Change the Way You Work and Collaborate Online
Cloud Computing: Web-Based Applications That Change the Way You Work and Collaborate Online
Future Generation Computer Systems
Remotely shooting asteroids on our mobile phone
Proceedings of the 10th International Conference NZ Chapter of the ACM's Special Interest Group on Human-Computer Interaction
Platform for distributed 3D gaming
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
Using remotely executing software via a mobile device
AUIC '09 Proceedings of the Tenth Australasian Conference on User Interfaces - Volume 93
Hi-index | 0.00 |
Thin-client computing may be a solution to such problems as providing sophisticated applications on devices with low computational power, or providing reasonable access to digital artifacts whose distribution the copyright owner still wishes to protect. However, certain application domains have tight constraints around user interface response times, and the network aspect of thin-client computing may cause issues in this regard. We have conducted an experiment to identify how various delays added to mobile games affect players' performance and perceptions of the gameplay. By studying the effects of these delays, we aim to identify time-based performance parameters within which our future thin-client computing systems should work if they are to support all application domains.