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The Golden Bullet: A Comparative Study for Target Acquisition, Pointing and Shooting

机译:金弹:目标获取,指向和射击的比较研究

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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.
机译:在这项研究中,我们评估了由六个模态组成的交互序列,该模态包括使用不同输入设备的基于桌面(DB)和虚拟现实(VR)的环境。对于给定的研究,我们实现了第一人称射击游戏(FPS)游戏场景的垂直原型,着重于定义体裁的傻瓜机制。我们介绍了一些措施,以评估相应交互序列(目标获取,指向,射击的时间,总净时间和射击次数)的成功程度,并进行实验以记录和比较用户的表现。我们显示了使用头部跟踪进行横向旋转的交互执行方式与以屏幕为中心的鼠标的输入类似,并且在目标获取和指向中产生的时间最短。尽管使用头部跟踪进行目标获取和指向最有效,但受试者使用头部跟踪进行目标获取和使用3DOF控制器进行最佳指向来对模式进行评估。眼动跟踪(ET)产生了可喜的结果,但是需要解决校准问题以增强可靠性和整体用户体验。

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