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QoE assessment of fairness in networked game with olfaction: influence of time it takes for smell to reach player

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Abstract

In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked game with olfaction. In the assessment, we investigate the influence of the time it takes for a smell to reach a player on the fairness. As the networked game, we deal with a fruit harvesting game in which two players play in a 3D virtual space, and we change the time it takes for a smell to reach a player by generating constant delays at two terminals. As a result, for example, we illustrate that the fairness is hardly damaged when the constant delays are smaller than about 500 ms.

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Acknowledgments

This work was done in cooperation with Tsuji Wellness Cooking Co., Ltd. Olfactory Multimedia Labo., Exhalia, and Shiono Koryo Kaisha, Ltd.

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Correspondence to Yutaka Ishibashi.

Appendix: Measurement of time from moment player starts to feel smell until instant player judges smell

Appendix: Measurement of time from moment player starts to feel smell until instant player judges smell

Using the fruit harvesting game, we measured the time from the moment a player starts to feel a smell until the instant the player judges the smell without interference. Here we explain the assessment method and present assessment results. The assessment results of this paper show that when the constant delay generated by one terminal is less than or equal to about 500 ms and the constant delay generated by another terminal is larger than or equal to about 700 ms, the fairness is damaged. To investigate the reason, we measured the time from the moment a player starts to feel a smell until the instant the player judges the smell.

In the measurement, each subject picked a fruit, smelled the fruit when the fruit approached to his/her viewpoint, and judged whether the smell was in agreement with its appearance or not. We carried out two assessments (assessments A and B). In assessment A, the subject was asked to enter a key from the keyboard when he/she could judge whether the smell was in agreement with its appearance or not without confidence (the subject entered a key if he/she judged that the smell was in agreement with its appearance; otherwise, he/she entered another key). In assessment B, the subject was asked to enter a key when he/she could confidently judge whether the smell was in agreement with its appearance or not. The subject picked 10 fruits in each assessment. Then, we measured the time interval from the moment his/her viewpoint entered the smell space of a fruit picked off by himself/herself until the instant he/she finished his/her judgment. By subtracting 2.02 s, which is the time that it takes for a smell to reach a subject (the subject cannot judge what the smell is at that time), from the time, we obtained the time from the moment a subject started to feel a smell until the instant the subject judged the smell; we also got the average time and the coefficient of variation of the time. Furthermore, we calculated the percentage of correct judgments and got the average percentage. Subjects were 20 persons (men and women) whose ages were between 21 and 31.

As a result, in assessment A, we found that the average of the time from the moment a player starts to feel a smell until the instant the player judges the smell without confidence is 0.75 s, the coefficient of variation of the time is 0.28, and the average percentage of correct judgments is 72.5 %; in assessment B, the average time until the player judges the smell with confidence is 0.97 s, the coefficient of variation of the time is 0.23, and the average percentage of correct judgments is 97.5 %.

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Ishibashi, Y., Hoshino, S., Zeng, Q. et al. QoE assessment of fairness in networked game with olfaction: influence of time it takes for smell to reach player. Multimedia Systems 20, 621–631 (2014). https://doi.org/10.1007/s00530-014-0382-0

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