26 research outputs found

    Measuring the impact of game controllers on player experience in FPS games

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    An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform. © 2011 ACM

    Is movement better? Comparing sedentary and motion-based game controls for older adults

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    Providing cognitive and physical stimulation for older adults is critical for their well-being. Video games offer the opportunity of engaging seniors, and research has shown a variety of positive effects of motion-based video games for older adults. However, little is known about the suitability of motion-based game controls for older adults and how their use is affected by age-related changes. In this paper, we present a study evaluating sedentary and motion-based game controls with a focus on differences between younger and older adults. Our results show that older adults can apply motion-based game controls efficiently, and that they enjoy motion-based interaction. We present design implications based on our study, and demonstrate how our findings can be applied both to motion-based game design and to general interaction design for older adults. Copyright held by authors

    Positive and negative motor signs of head motion in cerebral palsy: assessment of impairment and task performance

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    This paper analyzes the presence of positive and negative motor signs in people with cerebral palsy (CP). Positive motor signs are those that lead to involuntarily increased frequency or magnitude of muscle activity. Negative motor signs describe insufficient muscle activity or insufficient control of muscle activity. In this paper, a head-mounted alternative computer interface based on inertial technology was used to assess motor signs in seven users with CP. Task performance and control of posture was related to the impairment. There are no significant differences between users with CP and healthy control participants in the frequency domain of the head movement. Results suggest that this kind of motor disorders is not related to positive motor signs. Moreover, a control mode based on posture more than on movements is not optimum; an alternative control mode must be specially designed for users with poor postural control

    Pengukuran Performa Pitch-Roll dan Pitch-Yaw pada Sensor Inertia untuk Pengganti Mouse bagi Difabel

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    Interaksi manusia dan komputer (Human Computer Interaction – HCI) adalah suatu ilmu yang mengkaji tentang interaksi antara manusia dengan komputer meliputi perancangan, evaluasi dan implementasi interface komputer agar mudah digunakan oleh manusia. Dengan dua kemajuan dibidang teknologi dan human computer interaction ini diharapkan dapat digunakan untuk membantu orang – orang yang memiliki keterbatasan yaitu penyandang disabilitas. Seseorang yang memiliki keterbatasan fisik seharusnya dibantu agar dapat tetap produktif meskipun dengan segala keterbatasan yang ada. Penelitian ini bertujuan membandingkan gesture pitch-roll dan pitch-yaw pada penggunaan sensor inersia untuk mengemulasikan gerakan kursor mouse yang dapat dimanfaatkan oleh penyandang disabilitas, dimana tidak dapat mengoperasikan mouse dalam kondisi normal. Setiap gesture akan dievaluasi menggunakan prosedur dalam ISO 9241-411 tentang evaluasi pointing device. Performansi kuantitatif yang diukur meliputi throughput dan movement time, sedangkan evaluasi kualitatif menggunakan angket uji kenyamanan. Hasil throughput untuk mouse sebesar 5.063 bps, untuk pitch-roll sebesar 1.114 bps sedangkan untuk pitch-yaw sebesar 1.116 bps. Hasil analisis statistik menyatakan terdapat perbedaan signifikan antara mouse dan kedua gesture sensor. Namun antar gesture tidak ditemukan perbedaan secara signifikan

    Designing touch screen user interfaces for future flight deck operations

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    Many interactional issues with Flight Management Systems (FMS) in modern flight decks have been reported. Avionics designers are seeking for ways to reduce cognitive load of pilots with the aim to reduce the potential for human error. Academic research showed that touch screen interfaces reduce cognitive effort and provide an intuitive way of interaction. A new way of interaction to manipulate radio frequencies of avionics systems is presented in this paper. A usability experiment simulating departures and approaches to airports was used to evaluate the interface and compare it with the current system (FMS). In addition, interviews with pilots were conducted to find out their personal impressions and to reveal problem areas of the interface. Analyses of task completion time and error rates showed that the touch interface is significantly faster and less prone to user input errors than the conventional input method (via physical or virtual keypad). Potential problem areas were identified and an improved interface is suggested

    Evaluating Controls for a Point and Shoot Mobile Game: Augmented Reality, Tilt and Touch

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    International audienceControls based on Augmented Reality (AR), Tilt and Touch have been evaluated in a point and shoot game for mobile devices. A user study (n=12) was conducted to compare the three controls in terms of player experience and accuracy. Tilt and AR controls provided more enjoyment, immersion and accuracy to the players than Touch. Nonetheless, Touch caused fewer nuisances and was playable under more varied situations. Despite the current technical limitations, we suggest to incorporate AR controls into the mobile games that supported them. Nowadays, AR controls can be implemented on handheld devices as easily as the more established Tilt and Touch controls. However, this study is the first comparison of them and thus its findings could be of interest for game developers

    Interactions under the desk: a characterisation of foot movements for input in a seated position

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    We characterise foot movements as input for seated users. First, we built unconstrained foot pointing performance models in a seated desktop setting using ISO 9241-9-compliant Fitts’s Law tasks. Second, we evaluated the effect of the foot and direction in one-dimensional tasks, finding no effect of the foot used, but a significant effect of the direction in which targets are distributed. Third, we compared one foot against two feet to control two variables, finding that while one foot is better suited for tasks with a spatial representation that matches its movement, there is little difference between the techniques when it does not. Fourth, we analysed the overhead caused by introducing a feet-controlled variable in a mouse task, finding the feet to be comparable to the scroll wheel. Our results show the feet are an effective method of enhancing our interaction with desktop systems and derive a series of design guidelines

    Using models of baseline gameplay to design for physical rehabilitation

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    Modified digital games manage to drive motivation in repetitive exercises needed for motor rehabilitation, however designing modifications that satisfy both rehabilitation and engagement goals is challenging. We present a method wherein a statistical model of baseline gameplay identifies design configurations that emulate behaviours compatible with unmodified play. We illustrate this approach through a case study involving upper limb rehabilitation with a custom controller for a Pac-Man game. A participatory design workshop with occupational therapists defined two interaction parameters for gameplay and rehabilitation adjustments. The parameters' effect on the interaction was measured experimentally with 12 participants. We show that a low-latency model, using both user input behaviour and internal game state, identifies values for interaction parameters that reproduce baseline gameplay under degraded control. We discuss how this method can be applied to systematically balance gamification problems involving trade-offs between physical requirements and subjectively engaging experiences.Comment: 19 pages, 10 figure

    The Tongue Enables Computer and Wheelchair Control for People with Spinal Cord Injury

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    The Tongue Drive System (TDS) is a wireless and wearable assistive technology, designed to allow individuals with severe motor impairments such as tetraplegia to access their environment using voluntary tongue motion. Previous TDS trials used a magnetic tracer temporarily attached to the top surface of the tongue with tissue adhesive. We investigated TDS efficacy for controlling a computer and driving a powered wheelchair in two groups of able-bodied subjects and a group of volunteers with spinal cord injury (SCI) at C6 or above. All participants received a magnetic tongue barbell and used the TDS for five to six consecutive sessions. The performance of the group was compared for TDS versus keypad and TDS versus a sip-and-puff device (SnP) using accepted measures of speed and accuracy. All performance measures improved over the course of the trial. The gap between keypad and TDS performance narrowed for able-bodied subjects. Despite participants with SCI already having familiarity with the SnP, their performance measures were up to three times better with the TDS than with the SnP and continued to improve. TDS flexibility and the inherent characteristics of the human tongue enabled individuals with high-level motor impairments to access computers and drive wheelchairs at speeds that were faster than traditional assistive technologies but with comparable accuracy
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