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Evaluating The Effects of Aim Lab Training on Filipino Valorant Players'


Shooting Accuracy

Conference Paper · April 2021


DOI: 10.1109/ICIEA52957.2021.9436822

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2021 IEEE 8th International Conference on Industrial Engineering and Applications

Evaluating The Effects of Aim Lab Training on Filipino Valorant Players' Shooting
Accuracy

Cheselle Jan Roldan Yogi Tri Prasetyo


School of Industrial Engineering and Engineering School of Industrial Engineering and Engineering
2021 IEEE 8th International Conference on Industrial Engineering and Applications (ICIEA) | 978-1-6654-2895-8/21/$31.00 ©2021 IEEE | DOI: 10.1109/ICIEA52957.2021.9436822

Management Mapúa University Management Mapúa University


658 Muralla St., Intramuros, Manila 1002, Philippines 658 Muralla St., Intramuros, Manila 1002, Philippines
e-mail: cjlroldan@mymail.mapua.edu.ph e-mail: ytprasetyo@mapua.edu.ph

Abstract—Being an MMOFPS gamer is quickly becoming a one of the most viewed gaming content on Twitch, the world's
lucrative career option as professional FPS e-sports player, leading live streaming platform for gamers, with a total of 37.4
FPS game content creator, and FPS game streamer. However, million hours of watch time in the 4th quarter of 2020 alone [6].
to be able to have this as a career, an aspiring player should Valorant also secured the 2nd most trending keyword spot on Google
improve their in-game skills where shooting accuracy is one of for the year 2020 according to SEM Rush [7], a competitive
the main ingredients for success. The study focused on research company, as shown on Figure 1.
Valorant, the fastest rising FPS e-sport of 2020, and Aim Lab,
the best known FPS training software, with 6 Filipino
nationals as participants. For 1 week, the participants were
subjected to train on Aim Lab’s recommended training set
every day before playing Valorant. The results of the study
concluded that doing the 6 recommended training on Aim
Lab, for a total of 6 minutes every day, before playing
Valorant for 1 week led to a significant improvement in the
average damage output generated per round. The study also
concluded that Aim Lab, as an FPS training software, is
deemed acceptable by the participants as per System
Usability Scale standards.

Keywords-valorant, aim lab, FPS training, MMOFPS, e-


sports Figure 1. SEM Rush’s Report: “Top Google Searches and Trending
Keywords in 2020”
I. INTRODUCTION
The significant audience, market revenue, and e-sport
The earliest first-person shooter (FPS) game tournament prize pool help make MMOFPS gamers’ dreams
documented was in 1973 [1]. Since then, FPS games of gaming as a professional a possible reality. However, the
became the second most popular type of video game after competition is intense and would require a systematic
casual single-player games [2]. Today, first-person shooter improvement of shooting performance until they achieve a
games have evolved into massively multiplayer online first level of skill that would allow them to be scouted by
person shooter (MMOFPS) games with over 1 billion professional e-sports teams or at the very least, entertain a
gamers playing worldwide. The emergence of e-sports, significant amount of online audience to generate revenue
online game streaming, and online gaming content through ads and sponsorship.
production turned MMOFPS from a hobby into a There’s a significant number of studies made on first-
potentially lucrative long-term career. In the 2020 e- sports person shooter games, but most of them focused on team play,
arena alone, the global audience sits at 495 million with level design, bot deep learning, network latency’s effects on
market revenue of $1.06 billion [3], while the top 10 e- playing satisfaction, and automated aim adjustment for better
sports tournaments have a combined prize pool of $177 matchmaking between beginners and experts. However, there
million in 2019 [4], which may point to the reason why a are only a few studies made on the effects of FPS training
2020 consumer survey reported that more than 38% of software on an FPS player’s shooting accuracy, and most of
gamers would like to become professionals [2]. them run the risk of conflict of interest since the few studies
Riot Games, the company behind the popular Multi- published are made by the FPS training software companies
player Online Battle Arena (MOBA) game and e-sport, themselves. Most importantly, there are no studies made on
League of Legends, has recently released Valorant on June the game Valorant, as it’s only recently released in June 2020.
4, 2020. Valorant, the company’s first FPS game, is quickly To fill this gap, the research will focus on assessing the
becoming the next haven of first-person shooter e-sports. Riot effects of Aim Lab, an FPS training software, on the shooting
Games revealed that almost 3 million players log on daily during accuracy of Filipino Valorant players, as well as the level of
its closed-beta phase [5], which is the reason why Valorant is satisfaction and comfort the players, if a positive correlation

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between FPS training and shooting accuracy has been
determined. The researcher thinks this study will be highly
relevant to FPS e-sports companies, FPS e-sports teams,
and professional FPS players, as well as casual FPS players
looking to improve their in-game rank and performance.
This paper may contribute to the overall playing
performance, satisfaction, and comfort of Valorant players
as well as determining if FPS training software actually
fosters shootingaccuracy improvement.
II. METHODOLOGY
A. Participants
The study has 6 Filipino Valorant players as participants.
The age of the participants ranges from 18 to 28. Males
dominated the participant pool at 100%. Most of the
participants’ highest educational attainment is College at
66.6% (4), followed by High school at 33.3% (2). In terms
of years of FPS playing experience, 50% (3) of the
participants have below 1 year of playing experience. In
terms of Valorant playing experience, 50% (3) are playing
the game for 3 months. 83% (5) of the participants
reported that they primarily use PC/Laptop to play FPS
games and 83% (5) are right-handed. Figure 2. The variability of tracker.gg/valorant Accuracy statistics between 2
players
The participants were also asked about disorders,
diseases, and disabilities that limit FPS gaming To address this problem, the study will focus on other
performance, like visual impairment, wrist/arm problems, tracker.gg/valorant statistics that directly shows the
back pain, and neuromuscular disorders and none of them consistency and impact of shots landed on opposing players
reported to have any of these problems. Lastly, the on Valorant, such as:
participants were also asked about their perceived FPS The average Kill/Assist/Death (KAD) Ratio, which is
game skill level which revealed that 83% (5) of participants calculated as the sum of Kills and Assists divided by the sum
think that they’re in the‘Beginner’ or ‘Intermediate’ level. of Deaths.
It should be noted that only 1 participant is left-handed The average Kill/Death (K/D) Ratio, which is calculated
and only 1 participant listed their perceived skill level as as the sum of Kills over the sum of Deaths.
‘Advanced’. Headshot %, calculated as the overall percentage of
B. Apparatus headshots from all matches.
Valorant doesn’t have an in-game performance The average Kills/Round, which is calculated as the total
number of kills made per round on every matches.
statistics tracker, thus the data of the participants’ Valorant
in-game performance will be collected on The average Damage/Round, which shows the average
damage the player has dealt every round. It should be noted
tracker.gg/valorant, cited as ‘the best Valorant stat tracker’
online [7]. The researcher of the study has tried other that Valorant players has a 100 health every start of a round
and can buy a Light Armor, which provides a 25-point
Valorant statistical trackers but encountered significant
damage negation and a Heavy Armor, which provides a 50-
difficulties, especially in terms of accessibility. The data to
point damage negation. This means a Valorant player has to
be collected will be limited to the Competitive matches
deal at least 150 damage to secure a kill, all things held equal.
only as these matches are rated and are required to rank up,
The average Score/Round, also known as Combat Score,
providing players the incentive to focus and play better,
which shows the total score a Valorant player receives every
which will lead to better data quality. Aim Lab training
round. It should be noted that Valorant has a specific scoring
performance data will be collected within the FPS training
system which is detailed as follows: 1 point for every damage
software’s skill database itself.
point dealt (Example: 150 points for 150 damage dealt);
The accuracy statistics on tracker.gg/valorant is based
150/130/110/90/70 kill points based on the number of
on previous matches played and is highly dependent on the
enemies alive (Example: 150 points when you killed an
total number of matches played making it an unreliable
opponent with 4 more opponent teammates alive, 70 points
basis of accuracy improvement despite its name. The
when you killed the last remaining opponent); An additional
variability and the resulting unreliability of the Accuracy
50 points every time you scored a multiple kill (Example: A
statistics on tracker.gg/valorant is shown on Figure 2.
Valorant player gets 330 points for killing 2 opponents
successively)
All these data are all available on tracker.gg/valorant’s
statistics dashboard as shown in Figure 3.

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Figure 3. tracker.gg/valorant Statistics Dashboard

These statistics are all related to the shooting


effectiveness of a Valorant player. Additional emphasis Figure 5. Aim Lab Performance Ranking
should be given to the Damage/Round and Score/Round
statistics, since these 2 data actually reveals whether the C. Procedure
Valorant player hits an enemy ornot. To gauge the effect of Aim Lab training on the Valorant
Aim Lab statistics are categorized into 6 main statistics: player’s shooting accuracy and performance, participants’
Flicking, Tracking, Speed, Precision, Perception, and Valorant and Aim Lab data on the first day will be gathered.
Cognition. Accordingly, Aim Lab described the logic For 1 week, the participants will be required to complete the
behindall the main statistics as follows: 6 daily recommended training on Aim Lab’s software before
Flicking and Tracking are both accuracy-based skills, playing Valorant. Each training lasts for 1 minute, totaling to
with each representing a player’s average accuracy in their 6 minutes of training per day. Upon completion, their
given styles of aim. This varies from 0 to 100, in Valorant and Aim Lab data will be taken again for
accordance with the player’s performance. comparison.
Speed is a metric of how quickly a player can destroy a The study will use the System Usability Scale
targetafter it spawns. questionnaire to gauge the participants’ compatibility with the
Precision is dictated by a player’s ability to engage FPS trainingsoftware a 5-point Likert scale.
smaller targets effectively and is improved by consistently
TABLE I. SYSTEM USABILITY SCALE QUESTIONNAIRE
and efficiently destroying smaller and smaller targets.
Perception is a mental rating and is determined by a
I think that I would like to use Aim Lab frequently.
player’sability to assess a situation and react to it.
Cognition is the player’s ability to process information
I found Aim Lab unnecessarily complex.
quickly and correctly.
All of these statistics are updated every time a user
I thought Aim Lab was easy to use.
completestheir training as shown in Figure 4
I think that I would need the support of a technical personto be able to use
Aim Lab.

I found the various functions in Aim Lab were wellintegrated.

I thought there was too much inconsistency in Aim Lab.

I would imagine that most FPS gamers would learn to useAim Lab very
quickly.

I found Aim Lab very cumbersome to use.


Figure 4. Aim Lab Performance Data.

Aside from this, the player’s overall Aim Lab score I felt very confident using Aim Lab.
and rank will also be included in the statistics to gauge the
Valorant player’s performance throughout the week-long I needed to learn a lot of things before I could get goingwith Aim
Lab.
training. Rankings are based on the overall performance
score of the player with bronze rank as the lowest and
grandmaster as thehighest (Figure 5). I'm satisfied with my shooting performance on Valorant

I'm physically comfortable while playing Valorant

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D. Variables any changes, while the rest improved, where one participant
The goal of this study is to answer this key question: sawa 65.31% improvement jump.
Does Aim Lab training help Filipino Valorant players In the Speed skill category, only 1 participant didn’t show
improve their shooting accuracy? From this question, Aim any changes while the rest improved by as much as 68.24%.
Lab training is identified as the independent variable, In the Precisions category, all the participants showed
while the shooting accuracy of Filipino Valorant players is improvement albeit 2 participants showed marginal
the dependent variable. improvements as low as 0.25%.
In the Perception category, only 3 participants showed
E. Statistical Analysis improvement while the rest didn’t show any skill
The study will use a two-tailed Paired-Sample T-Test improvement or deterioration. This is even more visible in the
as its statistical analysis tool to compare the before and Cognition category where 4 out of 6 participants didn’t show
after data of the participants after 1 week of doing the any changes, albeit 1 participant showed a 223.32%
recommended training on Aim Lab. improvement.
It should be noted that the poor performance on Aim
III. RESULTS Lab’s Perception & Cognition skill categories are due to Aim
Lab’s recommended training, which rarely includes
A. Tracker.gg/Valorant Results Perception & Cognition training.
After the week-long training on Aim Lab, 4 out of 6 The rest of the participants’ Overall Score on Aim Lab
participants have shown an improvement in their showed improvements, ranging from a low of 0.99% to a high
Kill/Assist/Death (KAD) Ratio with one participant of 38.90%.
gaining a 6.54% improvement. The remaining two didn’t
have any improvement at all. While in terms of Kill/Death TABLE III. AIM LAB T-TEST ANALYSIS
Ratio, 5 out of 6 have shown improvement where the same Aim Lab Skill T-Test Result Status
participant with the best KAD improvement had a 7.06%
Flicking 0.08792430855 Insignificant
improvement.
Tracking 0.1198682816 Insignificant
In the Damage/Round category, all the participants
gained improvement where one participant had a 7.82% Speed 0.02004547448 Significant
improvement. While in the Headshot % category, only Precision 0.04498950608 Significant
1 participant had an increase of headshot rate from 5% to Perception 0.1435454009 Insignificant
7%. The trend in improvement changed in the Cognition 0.353577483 Insignificant
Score/Round category as 2 participants had a performance Overall Score 0.08191718011 Insignificant
decrease, where one of them led to a -3.12% performance
loss. Of the 6 Aim Lab Skill categories, Speed and Precision
It is interesting to note that in the Kills/Round category skill improvements are deemed significant by the T-Test
each participant’s statistics remained the same, none of the analysisagainst a P-value of <0.05 as show in in Table III.
participants gained any improvements or losses. This
subsequently leads to the removal of this aim variable TABLE IV. AIM LAB RANK CHANGES
from the T-Test analysis shown in Table II.
Aim Lab Rank Aim Lab Rank Changes
TABLE II. TRACKER.GG/VALORANT T-TEST ANALYSIS Pre-Training Post-Training
Gold 3 Gold 3 0
Aim Variable T-Test Result Status
Silver 2 Gold 4 2
Kill/Assist/Death 0.05742722438 Insignificant
Silver 1 Gold 2 3
Ratio
Silver 3 Silver 1 2
Kill/Death Ratio 0.08958917393 Insignificant
Gold 4 Gold 3 1
Headshot % 0.3632174676 Insignificant
Platinum 1 Emerald 2 7
Damage/Round 0.02891556703 Significant
Score/Round 0.2930119409 Insignificant
Of the 6 participants, only 1 didn’t show any rank
changes while the rest showed an improvement ranging from
Of the remaining 5 aim categories, the Damage/Round 1-rank change up to a 7-rank change, as shown in Table IV.
aim variable is the only one that showed significance
against a P-value of < 0.05. C. SUS Questionnaire Results
B. Aim Lab Results TABLE V. SUS SCORE
In the Flicking skill, only 1 participant didn’t show any Participant SUS Score
skill improvement or deterioration while the rest showed Participant #1 70
improvements with one participant showing a 30.66%,
improvement. In the Tracking skill category, 1 participant Participant #2 60
suffered a -5.43% deterioration and another didn’t show Participant #3 67.5

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Participant #4 52.5 that shows that there’s a significant eye gaze difference
Participant #5 75 between novices and experts [10], which might explain the
Participant #6 87.5 advantage of an ‘Advanced’ player over a ‘Beginner’ player
SUS Score Average 68.75 on Aim Lab, which consists of training sets that push an FPS
player’s ability to the limit.
Of the 6 participants, 2 showed an SUS score below 64 The acceptance of the participants on using Aim Lab as
an FPS training tool is probably linked to the fact that they’re
showing that Aim Lab as an FPS Training Software is
unacceptable while 1 participant scored above 87.5, FPS players beforehand and had at least 3 months of playing
Valorant. As revealed by Deleuze et al. in their 2017 study
showingthe FPS Training Software as excellent.
Taking the average of all the SUS Scores gathered from that shows FPS players display reduced reaction times than
their other gamer counterparts [11], this explains why all
each participant as shown in Table 5, the result shows an
average score of 68.75 making Aim Lab acceptable as an participants improved on every Aim Lab skill and all of them
have an improved overall score as they already have the FPS
FPS Training Software as per System Usability Scale
standards. gaming experience and the subsequent reaction time required
to succeed in the Aim Lab training tasks. This makes the
IV. DISCUSSION training more enjoyable and the goals more achievable,
which led to the resulting acceptance of Aim Lab.
From the resulting evaluation, it appears that 1 week of This study’s goal is to evaluate whether Aim Lab training
doing Aim Lab’s 6 recommended training gave a actually helps Valorant players’ shooting performance, as a
significant performance boost of the 6 participants in the response to a growing positive online sentiment for Aim Lab
Damage/Round category, which means they’re hitting as an FPS training tool and to objectively measure its effects
more of their opponents. Of the 6 participants, only 1 on Valorant players’ shooting accuracy as opposed to a report
participant showed the biggest and most consistent provided on Aim Lab’s website that says ‘Play Aim Lab and
improvements in most categories. It’s interesting to note you get better, play more and you get even better.’[12],
that this participant is the only who’s left-handed from the claims that are at risk of bias and conflict of interest.
participant pool. It’s interesting to note that throughout the imposed week-
On the Aim Lab training results, it reveals significant long Aim Lab training, most of the participants are vocal on
improvements in the Speed and Precision skill categories, their approval of Aim Lab as an FPS training software and
meaning the participants are placing their crosshair in the their immediate shooting performance improvement, openly
right places in the right time. This possibly explains the correlating the Aim Lab Training and their improved
significant improvement in their Damage/Round shooting performance.
performance in Valorant. While the results of the study shows that even a week of
Of all the players in the participant pool, only 1 doing the minimum recommended Aim Lab training before
participant made consistent and huge improvements, and playing Valorant improves the Damage/Round statistics of
this participant is the only one who listed ‘Advanced’ as Filipino Valorant players at the very least, the study is
their perceived skill level. It’s interesting to note that the limited in terms of the number of participants, nationality,
same participant provided the best SUS score for Aim Lab. training duration, and training routine. The last part should be
The results of this study corresponds with the 2015 particularly noted as FPS players who praise Aim Lab’s
experiment made by Yoxon, Tremblay, and Welsh on the effectiveness mostly use a customized Aim Lab training
effect of task-specific execution on accuracy of imagined routine.
aiming movements, which shows that the imagined aiming For future researchers, this study may be used as a
movements almost mirrors the actual aiming movements foundation for other FPS games and even provide a more
[8]. Relating to the study, the imagined aiming movements accurate look at the effects of Aim Lab training on shooting
is facilitated by the Aim Lab training, where targets are accuracy by increasing the number of participants, the
primarily blue orbs, and the resulting improvement in duration of training, creating a customized Aim Lab training
damage output per round on Valorant as the actual aiming routine, and by expanding the nationality scope of the players.
movement where the targets are modeled after human-type
bodies. The conclusion from Sennersten and Lindley’s V. CONCLUSION
2009 study on player response to visual cues, which states
that the graphical representation of the weapon does not Overall, Aim Lab is deemed ‘Acceptable’ as an FPS
have a strong role in cuing visual attention [9] also Training Software for Filipino Valorant players as per System
supports this discovery as the Aim Lab training primarily Usability Scale standards.
uses a pistol as the training weapon while in Valorant The results of the study shows that at least 1 week of
games, the commonly used firing weapons are rifles and training on Aim Lab, which can also be considered as 42
machine guns. training tasks completed or 6 minutes of Aim Lab training
The dramatic difference in Aim Lab training before playing Valorant, will lead to a significant
performance between participants who listed their improvement in a Filipino Valorant player’s average damage
perceived FPS skill level as ‘Beginner’ and ‘Advanced’ output per round at the very least.
also supports the study made by Choi and Mijin in 2017

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ACKNOWLEDGMENT https://goldencasinonews.com/blog/2019/11/07/top-10-esports-prize-
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