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Tanja Kojić



Tanja Kojić received her M.Sc. degree in Information and Communication Technology at the Faculty of Electrical Engineering and Computing, University of Zagreb. Additionally, she has done supplement studies for Graphic Product Design at the Faculty of Graphic Arts, University of Zagreb and focused on topic of User Experience design. Since November 2017 she is employed as a research assistant at the Quality and Usability Lab where she is working towards a PhD in the field of Virtual Reality. 



Quality and Usability Lab

Technische Universität Berlin 

Ernst-Reuter-Platz 7

D-10587 Berlin, Germany


Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed?
Zitatschlüssel kojic2019b
Autor Kojic, Tanja and Schmidt, Steven and Möller, Sebastian and Voigt-Antons, Jan-Niklas
Buchtitel 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–3
Jahr 2019
ISSN 2372-7179
DOI 10.1109/QoMEX.2019.8743342
Ort Berlin, Germany
Adresse Piscataway, NJ, USA
Monat jun
Notiz Online
Verlag IEEE
Serie QoMEX
Wie herausgegeben Fullpaper
Zusammenfassung One of the fields where Virtual Reality (VR) is finding a potentially growing market is in the combination of exercising and gaming - also called exergaming. When it comes to competition in gaming, is important to investigate how different levels of delay influence overall quality of experience (QoE) in VR multiplayer exergames. Therefore, we conducted a subjective experiment using a VR multiplayer exergame. The experimental setup consisted of a VR application coupled with a rowing ergometer, allowing races between the user and an artificially created opponent that is following the player with a similar speed and keeping the race tight. To investigate the influence of the delay, on both user's and opponent's side three levels of network delay were introduced (30ms, 100ms, and 500ms) and mixed throughout different conditions. After each session, participants rated perceived flow, sense of presence, and the degree to which they have noticed the delay in their or the opponent's system. Interestingly, results show different perception of delay and QoE depending on user's own delay. Participants perceived the opponent's player as being delayed even if only the player itself had network delay along with significantly lower rating of QoE only when their delay was high.
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