1,180 research outputs found
AMME - An automatic mental model evaluation to analyze user behavior traced in a finite, discrete state-space
To support the human factors engineer in designing a good user interface, a method has been developed to analyse the empirical data of the interactive user behaviour traced in a finite discrete state space. The sequences of actions produced by the user contain valuable information about the mental model of this user, the individual problem solution strategies for a given task and the hierarchical structure of the task-subtasks relationships. The presented method, AMME, can analyse the action sequences and automatically generate (1) a net description of the task dependent model of the user, (2) a complete state transition matrix, and (3) various quantitative measures of the user's task solving process. The behavioural complexity of task-solving processes carried out by novices has been found to be significantly larger than the complexity of task-solving processes carried out by expert
Determinantes for colloboration in networked multi user games
Game users can behave co-operatively or competitively with other players. An experiment was performed to test the hypothesis that a shared social space (SSS) with continuous and "rich" communication possibilities leads to an increase in forming coalitions. The DOOM game – as a simulation of a competitive world – provides a test environment, where a group of four players has to fight against each other. Two samples of 12 players each were tested playing DOOM: one with the SSS conditions (continuous spoken communication mode, small physical distance among players, no headphones) and another under the condition of separation during the game (discontinuous communication mode: spoken communication only during a break, large physical distance and headphones during the game). During a break all players had have the chance to discuss the outcome of the first trial (group process feedback). The SSS conditions led to a significantly increased amount of coalitions between players. Group process feedback also had a positive effect on the extent of coalitions among players. Finally, design recommendations for networked multi-user games are provided
Emotional effects of shooting activities : 'real' versus 'virtual' actions and targets
The results of an empirical study are presented to investigate the relationship between different action types (real versus virtual shooting) and different target types (real versus virtual targets) on the actual emotional state (wellbeing)of the player. The results show significantly that virtual shooting on real targets in a group (Laser Tag game) enhances the well-being, and on the other side that virtual shooting on virtual targets (Wolfenstein game) diminishes the well-being of an individual player
Ein quantitatives Bewertungssystem zur software-ergonomischen Beurteilung von Benutzungsoberflächen interaktiver Software
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