Multipoint audio and video control for packet-based multimedia conferencing
MULTIMEDIA '94 Proceedings of the second ACM international conference on Multimedia
On the impact of delay on real-time multiplayer games
NOSSDAV '02 Proceedings of the 12th international workshop on Network and operating systems support for digital audio and video
Subjective quality assessment for multiplayer real-time games
NetGames '02 Proceedings of the 1st workshop on Network and system support for games
NIST Net: a Linux-based network emulation tool
ACM SIGCOMM Computer Communication Review
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
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Subjective assessment of fairness among users in multipoint communications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
A new method for path prediction in network games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Effects of Group Synchronization Control in Networked Virtual Environments with Avatars
DS-RT '08 Proceedings of the 2008 12th IEEE/ACM International Symposium on Distributed Simulation and Real-Time Applications
Conversational management of network trouble perturbations in personal videoconferencing
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
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This paper investigates the influences of network latency on the interactivity in rock-paper-scissors which two users do over a network by using live voice and video. By subjective assessment, we have assessed the interactivity in two cases. In one case, only one of the two users (referred to as the caller here) says, "Rock, paper, scissors, go!" and then both users try to show rock, paper, or scissors at the same time. In the other case, the two try to say, "Rock, paper, scissors, go!" simultaneously after one of them (i.e., the caller) has said, "Here we go," and then they try to pick rock, paper, or scissors at the same time. Assessment results show that the mean opinion score (MOS) of the caller tends to decrease as the network latency becomes larger in both cases. The MOS of the other user hardly depends on the network latency.