@article{oai:nitech.repo.nii.ac.jp:00006089, author = {三好, 孝典 and 前田, 慶博 and 森田, 陽介 and 石橋, 豊 and 寺嶋, 一彦}, issue = {4}, journal = {日本バーチャルリアリティ学会論文誌}, month = {Dec}, note = {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]., application/pdf}, pages = {559--569}, title = {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)}, volume = {19}, year = {2014}, yomi = {イシバシ, ユタカ} }