skip to main content
10.1145/1326257.1326274acmconferencesArticle/Chapter ViewAbstractPublication PagesnetgamesConference Proceedingsconference-collections
research-article

An immersive voice over IP service to wireless gaming: user study and impact of virtual world mobility

Published: 19 September 2007 Publication History

Abstract

The current generation of VoIP services offer only single channel (mono) party-mix of voices. Thus when added to a network game engine, mono VoIP service can not really contribute to the gamers' sense of virtual world immersion. As a future development, the Immersive VoIP service delivers to each gamer an Auditory Scene, mixing the live voices of surrounding gamers which are all directionally placed and distance attenuated according to the appropriate virtual world positions. In previous work, we have proposed the Wireless Immersive Communication Environment (WICE) which is special type of Immersive VoIP service tailored to the scarce resources of wireless gaming clients. Also in previous work, we have already addressed the processing scalability of WICE with the conjecture of distance-governed relaxation of acceptable angular errors which allows multiple gamers to share the voice localised along the same direction. In this work, we verify the conjecture of acceptable angular errors in a series of subjective listening tests. An important test finding is the apparent user sensitivity to angular shifts in voice localisation when such auditory movements correspond to little or no visual movements. This finding suggests that the re-establishment of Auditory Scenes across time can not be memoryless in the face of gamer mobility in the virtual world. A mechanism has thus been developed to address this issue and analytic results are obtained on the impact of virtual world mobility on the required execution frequency of such mechanism.

References

[1]
Microsoft Corporation, Xbox LIVE, http://www.xbox.com/en-US/live, (16 May 2007).
[2]
MMOGCHART.com, http://www.mmogchart.com/ (10 April 2007).
[3]
Kuan-Ta Chen and Chi-Laung Lei, "Network Game Design: Hints and Implications of Player Interaction", in Proc. of 5th ACM workshop On NetWork & System support for Games (NetGames 06), Singapore, 29/Oct.-2/Nov., 2006.
[4]
Hew, K., Gibbs, M. R., and Wadley, G., "Usability and sociability of Xbox Live voice channel", In Proc. of Australian Workshop on Interactive Entertainment (IE2004), pp. 51--58.
[5]
Ying Peng Que, Paul Boustead, and Farzad Safaei, "Minimising the Computational Cost of Providing a Mobile Immersive Communication Environment (MICE)", in Proc. of the 2nd IEEE International Workshop on Networking Issues in Multimedia Entertainment (NIME 06) at Consumer Communications and Networking Conference (CCNC), Las Vegas, Nevada, U.S.A, 7--10 Jan. 2006.
[6]
Ying Peng Que, Paul Boustead, and Farzad Safaei, "Trading off Computation for Error in providing Immersive Voice Communications for Mobile Gaming", in Proc. of the 5th ACM Workshop on Network and System Support for Games 2006 (NetGames 06), Singapore, 30--31 Oct. 2006.
[7]
E. C. Cherry, "Some further experiments upon recognition of speech with one and with two ears", in Journal of Acoustics Society America, Vol. 28, pp. 889--895, 1956.
[8]
Sony Computer Entertainment, http://www.yourpsp.com.au/, (9 Jan. 2007).
[9]
Durand R. Begault, 3-D Sound for Virtual Reality and Multimedia, Academic Press Professional, Cambridge, MA, USA, 1994.
[10]
Tan S. W., Lau W. and Loh A., "Networked Game Mobility Model for First-Person-Shoot Games", in Proc. of the 4th ACM workshop On Network & System Support for Games (NetGames 05), Hawthorn, NY, USA, 10--11 Oct. 2005.
[11]
Methods for subjective determination of transmission quality, International Telecommunications Union (ITU), Geneva, Switzerland, ITU-T Recommendation P.800, August, 1996.
[12]
Albert S. Bregman, Auditory scene analysis: the perceptual organization of sound, MIT Press, Cambridge, Massachusetts, USA, 1999.s.
[13]
D. Wesley Grantham, Benjamin W. Y. Hornsby, and Eric A. Erpenbeck, "Auditory spatial resolution in horizontal, vertical, and diagonal planes", J. Acoust. S. A., vol. 114, no. 2, pp. 1009--1022, May 16, 2003.
[14]
Cplex optimisation software, documentation available at http://www.ilog.com. (9 Jan. 2007).
[15]
Tsingos, N., Gallo, E. and Drettakis, G. (2004). Perceptual audio rendering of complex virtual environments. In Proc. of ACM SIGGRAPH 2004, pp. 249--258. Los Angeles, CA, USA.

Cited By

View all
  • (2008)Dynamic voice communication support for multiplayer online gamesProceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games10.1145/1517494.1517517(102-103)Online publication date: 21-Oct-2008
  • (2007)Distributed Server Delivery of Immersive VoIP Service: Balancing Between Voice Latency and Access Upload Cost2007 15th IEEE International Conference on Networks10.1109/ICON.2007.4444135(489-494)Online publication date: Nov-2007

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
NetGames '07: Proceedings of the 6th ACM SIGCOMM workshop on Network and system support for games
September 2007
138 pages
ISBN:9780980446005
DOI:10.1145/1326257
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 September 2007

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. auditory scene creation
  2. immersive voice over IP service
  3. voice processing reduction
  4. wireless immersive communication environment (WICE)

Qualifiers

  • Research-article

Conference

NetGames07
Sponsor:

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)1
  • Downloads (Last 6 weeks)0
Reflects downloads up to 05 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2008)Dynamic voice communication support for multiplayer online gamesProceedings of the 7th ACM SIGCOMM Workshop on Network and System Support for Games10.1145/1517494.1517517(102-103)Online publication date: 21-Oct-2008
  • (2007)Distributed Server Delivery of Immersive VoIP Service: Balancing Between Voice Latency and Access Upload Cost2007 15th IEEE International Conference on Networks10.1109/ICON.2007.4444135(489-494)Online publication date: Nov-2007

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media