Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate

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.

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Published
2025-08-19
DOI
https://doi.org/10.1109/cog64752.2025.11114300
Primary Topic
Video Analysis and Summarization
Type
article
Field-Weighted Citation Impact
0.00

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article

Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate

Shinnosuke Takamichi, Kazumasa Fukuda, Hiroya Takamura, Yuki Saito et al.
Video Analysis and Summarization
article

Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate

Shinnosuke Takamichi, Kazumasa Fukuda, Hiroya Takamura, Yuki Saito, Ryota Sakai, Katsuhito Sudoh, Tatsuya Ishigaki, Graham Neubig, Ryosuke Matsushita, Kota Iura
article en

Abstract

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.

Keio University (JP), National Institute of Advanced Industrial Science and Technology (JP), The University of Tokyo (JP), Carnegie Mellon University (US), Nara Women's University (JP)
Cabinet Office, Government of Japan
Openalex Percentile: Top 80%
Video Analysis and Summarization
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Measuring Time Delay Tolerance in Third-Person Live Commentary for Super Smash Bros. Ultimate — Shinnosuke Takamichi, Kazumasa Fukuda, et al. · (2025) | TGRS Research Map | TGRS