This study proposes a methodology for measuring the acceptable delay tolerance for third-person game commentary. Third-person game commentary refers to commentary delivered by someone other than the player, with the role of helping viewers better understand the game and enhancing the viewing experience. With the recent advancement of AI, there has been increasing interest in automating such commentary using video understanding and audio generation. However, automating this process using video understanding and audio generation introduces delays, potentially affecting the naturalness of the commentary. In this context, since the extent to which such delays are acceptable to viewers remains unclear, we address this issue. The tolerance is modeled using an unnormalized Gaussian function. Through experiments on Super Smash Bros. Ultimate with 727 participants, we found that the average acceptable delay for this game is 3.71 seconds, with variations depending on different viewer attributes and gameplay contexts.
Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate
Ryosuke Matsushita,Ryosuke Sakai,Koki Fukuda,Shinnosuke Takamichi,Kota Iura,Yuki Saito,Graham Neubig,Katsuhito Sudoh,Hiroya Takamura,Tatsuya Ishigaki
Published 2025 in 2025 IEEE Conference on Games (CoG)
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- Publication year
2025
- Venue
2025 IEEE Conference on Games (CoG)
- Publication date
2025-08-26
- Fields of study
Computer Science
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