6 research outputs found

    Static Voronoi-Based Target Expansion Technique for Distant Pointing

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    International audienceAddressing the challenges of distant pointing, we present the feedforward static targeting assistance technique VTE: Voronoi-based Target Expansion. VTE statically displays all the activation areas by dividing the total screen space into areas such that there is only one target inside each area, also called Voronoi tessellation. The key benefit of VTE is in providing the user with an immediate understanding of the targets' activation boundaries before the pointing task even begins: VTE then provides static targeting assistance for both phases of a pointing task, the ballistic motion and the corrective phase. With the goal of making the environment visually uncluttered, we present a first user study to explore the visual parameters of VTE that affect the performance of the technique. In a second user study focusing on static versus dynamic assistance, we compare VTE with Bubble Ray, a dynamic Voronoi-based targeting assistance technique for distant pointing. Results show that VTE significantly outperforms the dynamic assistance technique and is preferred by users both for ray-casting pointing and relative pointing with a hand-controlled cursor

    Cheat Codes as External Support for Players Navigating Fear of Failure and Self-Regulation Challenges In Digital Games

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    Failure is an integral element of most games, and while some players may benefit from external support, such as cheat codes, to prompt self-soothing, most games lack supportive elements. We asked participants (N=88) to play Anno 1404 in single-player mode, and presented a money-generating cheat code in a challenging situation, also measuring the personality trait of action-state orientation, which explains differences in self-regulation ability (i.e., self-soothing) in response to threats of failure. Individuals higher in state orientation were more likely to take the offer, and used the cheat code more frequently. The cheat code also acted as an external support, as differences in experienced pressure between action- and state-oriented participants vanished when it was used. We found no negative consequences of using external support in intrinsic motivation, needs satisfaction, flow, or performance. We argue that external support mechanisms can help state-oriented players to self-regulate in gaming, when faced with failure

    Player Balancing for FIrst-Person Shooter Games

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    When player skill levels differ widely in a competitive First-Person Shooter (FPS) game, enjoyment suffers: weaker players become frustrated and stronger players become less engaged. Player balancing techniques attempt to assist the weaker player and make games more competitive, but these techniques have limitations for deployment when skill levels vary substantially. In this thesis, we developed new player balancing schemes to deal with a range of FPS skill difference, and tested these techniques in a series of five studies using a commercial-quality FPS game developed with the UDK engine. Our results showed that our balancing techniques (Combo and Delay) are extremely effective at balancing, even for players with large skill differences. These techniques also led to higher enjoyment of the game by players of all skill levels. Our studies are the first to show that player balancing can work well in realistic FPS games, providing developers with a way to increase the audience for this popular genre. In addition, our results demonstrate the idea that successful balancing is as much about the way the technique is applied as it is about the specific manipulation

    Characterizing the Effects of Local Latency on Aim Performance in First Person Shooters

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    Real-time games such as first-person shooters (FPS) are sensitive to even small amounts of lag. The effects of network latency have been studied, but less is known about local latency -- that is, the lag caused by local sources such as input devices, displays, and the application. While local latency is important to gamers, we do not know how it affects aiming performance and whether we can reduce its negative effects. To explore these issues, we tested local latency in a variety of real-world gaming systems and carried out a controlled study focusing on targeting and tracking activities in an FPS game with varying degrees of local latency. In addition, we tested the ability of a lag compensation technique (based on aim assistance) to mitigate the negative effects. To motivate the need for these studies, we also examined how aim in FPS differs from pointing in standard 2D tasks, showing significant differences in performance metrics. Our studies found local latencies in the real-world range from 23 to 243~ms that cause significant and substantial degradation in performance (even for latencies as low as 41~ms). The studies also showed that our compensation technique worked well, reducing the problems caused by lag in the case of targeting, and removing the problem altogether in the case of tracking. Our work shows that local latency is a real and substantial problem -- but game developers can mitigate the problem with appropriate compensation methods

    Bag-and-Dump: Design and Evaluation of a User Interface for manipulating items across multiple contexts.

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    The copy-and-paste paradigm is a fundamental operation in graphical user interfaces. However, existing copy-and-paste techniques have limitations, in particular in terms of efficiency and robustness against interruptions. This thesis is focusing on improving the user interface used to copy-and-paste objects across different contexts, such as a series folders. To improve this fundamental operation, a new copy-and-paste technique, called Bag-and-Dump, is proposed, implemented and evaluated. Bag-and-Dump aims to substantially reduce mouse movement by allowing the user to gather up (‘bag’) source data across different folders before ‘dumping’ the whole load at the destination. Additionally, Bag-and-Dump provides constant visual feedback in the form of a bag-like semantic cursor to increase robustness against interruptions. Bag-and-Dump was eval- uated against two standard copy-and-paste techniques (Keyboard Shortcuts and Drag-and-Drop) under a different number of contexts (folders) and with and without inter- ruptions. Results from the experiment not only showed that Bag-and-Dump indeed significantly reduces mouse movement, it also confirmed that Bag-and-Dump was 9% faster than Keyboard Shortcuts, one of the most popular copy-paste techniques among “expert users”
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