International Conference on Genetic and Evolutionary Computing

GEC 2015: Genetic and Evolutionary Computing pp 127-138 | Cite as

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

  • Mya Sithu
  • Yutaka Ishibashi
  • Pingguo Huang
  • Norishige Fukushima
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 388)


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.


Networked real-time game Virtual environment Balloon bursting game Haptic interface devices Network delay Quality of experience Operability Fairness 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Morris, D., Joshi, N., Salisbury, K.: Haptic battle pong: high-degree-of-freedom haptics in a multiplayer gaming environment. In: Proc. Experimental Gameplay Workshop, Game Developers Conference, March 2004Google Scholar
  2. 2.
    Andrews, S., Mora, J., Lang, J., Lee, W.S.: HaptiCast: a physically-based 3D game with haptic feedback. In: Proc. Future Play Conference, October 2006Google Scholar
  3. 3.
    Ishibashi, Y., Kaneoka, H.: Fairness among game players in networked haptic environments: Influence of network latency. In: Proc. IEEE International Conference on Multimedia and Expo (ICME), July 2005Google Scholar
  4. 4.
    Ishibashi, Y., Hoshino, S., Zeng, Q., Fukushima, N., Sugawara, S.: QoE assessment of fairness in networked game with olfaction: Influence of time it takes for smell to reach player. Springer’s Multimedia Systems Journal (MMSJ), Special Issue on Network and Systems Support for Games 20(5), 621–631 (2014)Google Scholar
  5. 5.
    Mauve, M., Vogel, J., Effelsberg, W.: Local lag and timewrap: Providing consistency for replicated continuous applications. IEEE Trans. on Multimedia 6(1), 47–57 (2004)CrossRefGoogle Scholar
  6. 6.
    Sithu, M., Huang, P., Ishibashi, Y., Fukushima, N.: Influence of network delay on QoE for soft objects in networked haptic virtual environment. In: IEICE Technical Report, CQ2014–82, November 2014Google Scholar
  7. 7.
    Sithu, M., Ishibashi, Y., Huang, P., Fukushima, N.: QoE assessment of fairness between players for balloon bursting game in networked virtual environment with haptic sense. IEICE Technical Report, MVE2014–52, January 2015Google Scholar
  8. 8.
    Brun, J., Safaei, F., Boustead, P.: Managing latency and fairness in networked games. Communications of ACM 49(11), 46–51 (2006)CrossRefGoogle Scholar
  9. 9.
    Ishibashi, Y., Hashimoto, Y., Ikedo, T., Sugawara, S.: Adaptive Δ-causality control with adaptive dead-reckoning in networked games. In: Proc. the 13th Annual Workshop on Network and Systems Support for Games (NetGames), pp. 75–80, September 2007Google Scholar
  10. 10.
    ITU-T Rec. P. 10/G. 100 Amendment 1, New appendix I – Definition of quality of experience (QoE). International Telecommunication Union, January 2007Google Scholar
  11. 11.
    Fujimoto, M., Ishibashi, Y.: The effect of stereoscopic viewing of a virtual space on a networked game using haptic media. In: Proc. ACM SIGCHI International Conference on Advances in Computer Entertainment Technology (ACE), pp. 317–320, June 2004Google Scholar
  12. 12.
  13. 13.
    SensAble Technologies, Inc., Openhaptics toolkit programmer’s guide, version 3.0 (2009)Google Scholar
  14. 14.
    Carson, M., Santay, D.: NIST Net–A Linux-based network emulation tool. ACM SIGCOMM 33(3), 111–126 (2003)CrossRefGoogle Scholar
  15. 15.
    Ishibashi, Y., Tasaka, S., Hasegawa, T.: The Virtual-Time Rendering algorithm for haptic media synchronization in networked virtual environments. In: Proc. the 16th International Workshop on Communications Quality and Reliability (CQR), pp. 213–217, May 2002Google Scholar
  16. 16.
    Sithu, M., Ishibashi, Y., Fukushima, N.: Effects of dynamic local lag control on sound synchronization and interactivity in joint musical performance. ITE Trans. Media Technology and Applications, Special Section on Multimedia Transmission System and Services 2(4), 299–309 (2014)CrossRefGoogle Scholar
  17. 17.
    ITU-R BT. 500-12, Methodology for the subjective assessment of the quality of television pictures. International Telecommunication Union, September 2009Google Scholar
  18. 18.
    Chatterjee, S., Hadi, A.S., Price, B.: Regression analysis by example. John Wiley & Sons, Hoboken (1999)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2016

Authors and Affiliations

  • Mya Sithu
    • 1
  • Yutaka Ishibashi
    • 1
  • Pingguo Huang
    • 2
  • Norishige Fukushima
    • 1
  1. 1.Graduate School of EngineeringNagoya Institute of TechnologyNagoyaJapan
  2. 2.Faculty of Engineering Division IITokyo University of ScienceTokyoJapan

Personalised recommendations