PadCorrect: Correcting User Input on a Virtual Gamepad

Leonardo Torok, E. Eisemann, D. Trevisan, A. Montenegro, E. Clua
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Abstract

The processing power of modern smartphones allows publishers to port old and current console titles to these platforms. However, these games were designed to be controlled with a traditional gamepad. Normally, the solution used in mobile ports is a virtual gamepad. This interface adds buttons that imitate the layout of a gamepad as a semi-transparent overlay above the game. While this allows users to play the game, it lacks the necessary haptic feedback to provide an enjoyable experience. Frequently, users will miss buttons or press the wrong ones, which affects the in-game performance and leads to frustration. We present a solution to correct user input. First, we retain a few frames of user input instead of passing the data directly to the game. Using time series analysis, we seek known patterns and detect potential mistakes from the user, correcting actions before the commands are received by the game. We called this new gamepad the PadCorrect. In order to measure the impact on the experience, we performed a user study comparing the PadCorrect with a traditional virtual gamepad. The test results showed a good reception and provided evidence that the new interface is capable of improving the experience with mobile games.
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PadCorrect:修正用户在虚拟手柄上的输入
现代智能手机的处理能力让发行商能够将旧的和当前的主机游戏移植到这些平台上。然而,这些游戏的设计初衷是用传统的手柄来控制。通常,移动端口使用的解决方案是虚拟手柄。这个界面添加了模仿手柄布局的按钮,作为半透明的覆盖在游戏上方。虽然这允许用户玩游戏,但它缺乏必要的触觉反馈来提供愉快的体验。通常情况下,用户会错过或按错按钮,这会影响游戏的表现并导致挫败感。我们提出了一个解决方案,以正确的用户输入。首先,我们保留了一些用户输入帧,而不是将数据直接传递给游戏。使用时间序列分析,我们寻找已知模式并检测用户的潜在错误,在游戏接收命令之前纠正操作。我们称这种新手柄为PadCorrect。为了衡量对体验的影响,我们进行了一项用户研究,将PadCorrect与传统虚拟手柄进行比较。测试结果显示接收效果良好,证明新界面能够改善手机游戏体验。
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