黄金子弹:目标获取、瞄准和射击的比较研究

Katharina Anna Maria Heydn, M. Dietrich, M. Barkowsky, G. Winterfeldt, S. Mammen, A. Nüchter
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引用次数: 6

摘要

在这项研究中,我们评估了由六种模式组成的交互序列,包括基于桌面(DB)和虚拟现实(VR)环境,使用不同的输入设备。在本研究中,我们执行了第一人称射击(FPS)游戏场景的垂直原型,专注于类型定义的瞄准射击机制。我们引入了衡量相应交互序列(目标获取次数、指向次数、射击次数、总净时间和射击次数)成功与否的指标,并进行了实验来记录和比较用户的表现。我们表明,使用头部跟踪进行景观旋转的交互与以屏幕为中心的鼠标输入类似,并且在目标获取和指向方面也产生了最短的时间。虽然使用头部跟踪来获取目标和指向目标是最有效的,但受试者认为使用头部跟踪来获取目标和使用3DOF控制器来指向目标的方式是最好的。眼动追踪(ET)产生了有希望的结果,但需要解决校准问题,以提高可靠性和整体用户体验。
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The Golden Bullet: A Comparative Study for Target Acquisition, Pointing and Shooting
In this study, we evaluate an interaction sequence performed by six modalities consisting of desktop-based (DB) and virtual reality (VR) environments using different input devices. For the given study, we implemented a vertical prototype of a first person shooter (FPS) game scenario, focusing on the genre-defining point-and-shoot mechanic. We introduce measures to evaluate the success of the according interaction sequence (times for target acquisition, pointing, shooting, overall net time, and number of shots) and conduct experiments to record and compare the users' performances. We show that interacting using head-tracking for landscape-rotation is performing similarly to the input of a screen-centered mouse and also yielded shortest times in target acquisition and pointing. Although using head-tracking for target acquisition and pointing was most efficient, subjects rated the modality using head-tracking for target acquisition and a 3DOF Controller for pointing best. Eye-tracking (ET) yields promising results, but calibration issues need to be resolved to enhance reliability and overall user experience.
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