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マルチラテラル遠隔制御理論に基づくハプティックネットワークゲームの作成と通信遅延がQoEに及ぼす影響の調査(<特集>ハプティックコンテンツ)
https://nitech.repo.nii.ac.jp/records/6089
https://nitech.repo.nii.ac.jp/records/6089960aeec8-6831-4613-bbdc-4862ccdff532
名前 / ファイル | ライセンス | アクション |
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本文_fulltext (7.9 MB)
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(C)日本バーチャルリアリティ学会
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Item type | 学術雑誌論文 / Journal Article(1) | |||||
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公開日 | 2017-07-28 | |||||
タイトル | ||||||
タイトル | マルチラテラル遠隔制御理論に基づくハプティックネットワークゲームの作成と通信遅延がQoEに及ぼす影響の調査(<特集>ハプティックコンテンツ) | |||||
言語 | ||||||
言語 | jpn | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Haptic feeling | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Network delay | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Multi-lateral Tele-control | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Quality of Experience | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | journal article | |||||
その他(別言語等)のタイトル | ||||||
その他のタイトル | Development of Haptic Network Game Based on Multi-lateral Tele-control Theory And Influence of Network Delay on QoE(<Special Issue>Haptic Contents) | |||||
著者 |
三好, 孝典
× 三好, 孝典× 前田, 慶博× 森田, 陽介× 石橋, 豊× 寺嶋, 一彦 |
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著者別名 | ||||||
姓名 | Ishibashi, Yutaka | |||||
書誌情報 |
日本バーチャルリアリティ学会論文誌 巻 19, 号 4, p. 559-569, 発行日 2014-12-31 |
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出版者 | ||||||
出版者 | 日本バーチャルリアリティ学会 | |||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 1344011X | |||||
書誌レコードID(NCID) | ||||||
収録物識別子タイプ | NCID | |||||
収録物識別子 | AA11448578 | |||||
著者版フラグ | ||||||
出版タイプ | VoR | |||||
出版タイプResource | http://purl.org/coar/version/c_970fb48d4fbd8a85 | |||||
DOI | ||||||
関連タイプ | isIdenticalTo | |||||
識別子タイプ | DOI | |||||
関連識別子 | http://doi.org/10.18974/tvrsj.19.4_559 | |||||
関連名称 | 10.18974/tvrsj.19.4_559 | |||||
論文ID(NAID) | ||||||
関連タイプ | isIdenticalTo | |||||
識別子タイプ | NAID | |||||
関連識別子 | http://ci.nii.ac.jp/naid/110009899901 | |||||
関連名称 | 110009899901 | |||||
内容記述 | ||||||
内容記述タイプ | Other | |||||
内容記述 | In this paper, the influence which it has on "Quality of Experience" (QoE) in the haptic network game is discussed. First, the control method for the haptic network game, in which a continuous dynamic interaction such as tug of war is realized, is described. Second, the subjective and objective evaluations of QoE are performed through a "Falling guidance game" using the proposed control method. Although QoE's deteriorates according to increase of communication delay is investigated in the five-step evaluation with MOS (Mean Opinion Score), it becomes clear that the degradation of QoE is not worried for a player in the range of domestic communication delay. Moreover, in regression analysis, it is suggested that the improvement of a future haptic network game should be done by a visual sense rather than the viewpoint of haptic sense. The proposed control method is considered that it is an adequate algorithm for practical use of a haptic network game since it can realize a dynamic interaction stably also in the environment of RTT (Round Trip Time) = 400 [ms]. | |||||
フォーマット | ||||||
内容記述タイプ | Other | |||||
内容記述 | application/pdf |