Abstract:
In recent years, with the advancement of high speed communication networks,
multimedia applications which consists of a collection of multiple media such as text,
graphics, images, sound, and video became popular. Due to the difference of network
delay is large among the terminals, simultaneous output of media cannot be done.
Therefore, Quality of Experience (QoE) such as synchronization quality of media at
each terminal or consistency among the terminals may seriously be degraded. In order
to investigate the influences of network delay on such kinds of QoE assessment, the
focus is on networked weight balance game and a networked balloon bursting game.
To solve the above causes, it is necessary to examine influences of various
factors as well as on the collaborative work with the network delay to carry out
Quality of Service (QoS) control more efficiently. This is very important to improve
collaborative work not only in the 3D virtual space but also in the daily life industries
such as construction. Moreover, QoE assessments and QoS control are required to
address in order to know that how the softness features change, when the network
delay becomes larger. It is preferred to perform palpation and remote surgery in
medical fields.
In the networked balance game, the researcher examined the effects of
network delay and moving velocity on the effectiveness of the work where two users
collaboratively lift up a weighted ball with haptic sense in a virtual environment.
Also, the researcher examined the influence of the initial position of the ball.
Through the use of haptic interface device in the networked balloon bursting
game, the researcher illustrated that how accurately each subject can perceive the
difference of softness by QoE assessment in a networked virtual environment. By
evaluating the QoE, the researcher also looked into how local lag affected people's
perceptions of softness with haptic sense in a networked virtual space. The researcher
dealt with a networked balloon bursting game that featured two balloons with various
softness values. In the assessment, the subjects determined whether the softness of the
balloon is “same”, “softer” or “harder”.
Furthermore, the researcher examines the effect of adaptive reaction force
control on human perception of softness with haptic sense in a networked virtual
environment by QoE assessment. To maintain the consistency of the game states
between terminals, the researcher produces the local lag, which is set to the network
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delay, at each terminal; however, as the local lag increases, the softness of balloon
becomes harder. The adaptive reaction force control solves the problem by changing
the elastic coefficient according to the local lag. Assessment results demonstrate that
the adaptive reaction force control can keep the human perception of softness constant
for a wide range of the local lag.