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1.
As games become more popular, procedures which can support the analysis and understanding of players’ behaviors are necessary for success of commercial games. This paper presents a log-based usability evaluation system to analyze user behavior in a gaming environment. We explore the potential of input log data for automated usability evaluation and visualization of player behavior in a game. We traced the keyboard input value and mouse movement of users using a sequence data mining technique in a gaming environment. And we also constructed 3D body meshes for the behavior analysis using Kinect interface. We visualized the data obtained by tracing and automatically searched repetitive patterns in the game and analyzed them. The result obtained from the analysis can be used for user interface optimization, fun evaluation, and the bot-detection field.  相似文献   

2.
The quality and availability of eye tracking equipment has been increasing while costs have been decreasing. These trends increase the possibility of using eye trackers for entertainment purposes. Games that can be controlled solely through movement of the eyes would be accessible to persons with decreased limb mobility or control. On the other hand, use of eye tracking can change the gaming experience for all players, by offering richer input and enabling attention-aware games. Eye tracking is not currently widely supported in gaming, and games specifically developed for use with an eye tracker are rare. This paper reviews past work on eye tracker gaming and charts future development possibilities in different sub-domains within. It argues that based on the user input requirements and gaming contexts, conventional computer games can be classified into groups that offer fundamentally different opportunities for eye tracker input. In addition to the inherent design issues, there are challenges and varying levels of support for eye tracker use in the technical implementations of the games.  相似文献   

3.
Cloud Mobile 3D Display Gaming has been recently proposed where 3D video rendering and encoding are performed on cloud servers, with the resulting 3D video streamed wirelessly to mobile devices with 3D displays. This approach has the advantage of relieving high computation, power and storage requirements of 3D display gaming from mobile devices, while enabling game developers to focus on a single rich version of the game which can be experienced from any mobile device and platform. However, it is challenging to stream 3D video over dynamically fluctuating and often constrained mobile networks. In this paper, we propose a novel technique called Asymmetric and Selective Object Rendering (ASOR) which proves to be more powerful than previous solutions for Cloud based Mobile 3D display gaming. Specifically, this technique will enable rendering engine to intelligently decide whether or not to render an individual object and how good the corresponding texture detail will be if rendered, and the settings can be asymmetric for two views. Thus, unimportant objects can trade quality for reduced bitrate while important objects can remain high quality so that the overall user experience is optimized given certain bandwidth constraints. To quantitatively measure the user experience and bitrate by applying different rendering settings, we develop a user experience model and a bitrate model. We further propose an optimization algorithm which uses the above two models to automatically decide the optimal rendering settings for left view and right view to ensure the best user experience given the network conditions. Experiments conducted using real 4G-LTE network profiles on commercial cloud service with different genres of games demonstrate significant improvement in user experience when the proposed optimization algorithm is applied.  相似文献   

4.
This paper presents tangible augmented reality gaming environment that can be used to enhance entertainment using a multimodal tracking interface. Players can interact using different combinations between a pinch glove, a Wiimote, a six-degrees-of-freedom tracker, through tangible ways as well as through I/O controls. Two tabletop augmented reality games have been designed and implemented including a racing game and a pile game. The goal of the augmented reality racing game is to start the car and move around the track without colliding with either the wall or the objects that exist in the gaming arena. Initial evaluation results showed that multimodal-based interaction games can be beneficial in gaming. Based on these results, an augmented reality pile game was implemented with goal of completing a circuit of pipes (from a starting point to an end point on a grid). Initial evaluation showed that tangible interaction is preferred to keyboard interaction and that tangible games are much more enjoyable.  相似文献   

5.
We present a mobile multi-touch interface for selecting, querying, and visually exploring data visualized on large, high-resolution displays. Although emerging large (e.g., ~10 m wide), high-resolution displays provide great potential for visualizing dense, complex datasets, their utility is often limited by a fundamental interaction problem – the need to interact with data from multiple positions around a large room. Our solution is a selection and querying interface that combines a hand-held multi-touch device with 6 degree-of-freedom tracking in the physical space that surrounds the large display. The interface leverages context from both the user's physical position in the room and the current data being visualized in order to interpret multi-touch gestures. It also utilizes progressive refinement, favoring several quick approximate gestures as opposed to a single complex input in order to most effectively map the small mobile multi-touch input space to the large display wall. The approach is evaluated through two interdisciplinary visualization applications: a multi-variate data visualization for social scientists, and a visual database querying tool for biochemistry. The interface was effective in both scenarios, leading to new domain-specific insights and suggesting valuable guidance for future developers.  相似文献   

6.
From an exploratory user study using a fictional textual intelligence analysis task on a large, high-resolution vertical display, we investigated how pairs of users interact with the display to construct spatial schemas and externalize information, as well as how they establish shared and private territories. We investigated users' space management strategies depending on the design philosophy of the user interface (visualization- or document-centric). We classified the types of territorial behavior exhibited in terms of how the users interacted with information on the display (integrated or independent workspaces). Next, we examined how territorial behavior impacted the common ground between the pairs of users. Finally, we offer design suggestions for building future co-located collaborative visual analytics tools for use on large, high-resolution vertical displays.  相似文献   

7.
Adaptive digital educational games (DEGs) providing players with relevant interventions can enhance gameplay experience. This advance in game design, however, renders the user experience (UX) evaluation of DEGs even more challenging. To tackle this challenge, we developed a four-dimension evaluation framework (i.e., gaming experience, learning experience, adaptivity, and usability) and applied it to an empirical study with a DEG on teaching geography. Mixed-method approaches were adopted to collect data with 16 boys aged 10–11. Specifically, a so-called Dyadic User Experience Tests (DUxT) was employed; participants were paired up to assume different roles during gameplay. Learning efficacy was evaluated with a pre-post intervention measurement using a domain-specific questionnaire. Learning experience, gaming experiences and usability were evaluated with intensive in situ observations and interviews guided by a multidimensional scheme; content analysis of these transcribed audio data was supplemented by video analysis. Effectiveness of adaptivity algorithms was planned to be evaluated with automatic logfiles, which, unfortunately, could not be realised due to some technical problem. Nonetheless, the user-based data could offer some insights into this issue. Furthermore, we attempted to bridge the existing gap in UX research – the lack of theoretical frameworks in understanding user experience – by adopting Engeström's (1987) extended framework of Activity Theory (AT) that provides contextual information essential for understanding contradictions and breakdowns observed in the interactions between the game players. The dyadic gameplay setting allows us to explore the issue of group UX. Implications for further applications of the AT framework in the UX research, especially the interplay between evaluation and redesign (i.e., downstream utility of UX evaluation methods), are discussed.  相似文献   

8.
Larger, higher resolution displays can be used to increase the scalability of information visualizations. But just how much can scalability increase using larger displays before hitting human perceptual or cognitive limits? Are the same visualization techniques that are good on a single monitor also the techniques that are best when they are scaled up using large, high-resolution displays? To answer these questions we performed a controlled experiment on user performance time, accuracy, and subjective workload when scaling up data quantity with different space-time-attribute visualizations using a large, tiled display. Twelve college students used small multiples, embedded bar matrices, and embedded time-series graphs either on a 2 megapixel (Mp) display or with data scaled up using a 32 Mp tiled display. Participants performed various overview and detail tasks on geospatially-referenced multidimensional time-series data. Results showed that current designs are perceptually scalable because they result in a decrease in task completion time when normalized per number of data attributes along with no decrease in accuracy. It appears that, for the visualizations selected for this study, the relative comparison between designs is generally consistent between display sizes. However, results also suggest that encoding is more important on a smaller display while spatial grouping is more important on a larger display. Some suggestions for designers are provided based on our experience designing visualizations for large displays.  相似文献   

9.
Introduction to building projection-based tiled display systems   总被引:7,自引:0,他引:7  
This tutorial introduces the concepts and technologies needed to build projector-based display systems. Tiled displays offer scalability, high resolution, and large formats for various applications. Tiled displays are an emerging technology for constructing semi-immersive visualization environments capable of presenting high-resolution images from scientific simulation. The largest impact may well arise from using large-format tiled displays as one of possibly multiple displays in building information or active spaces that surround the user with diverse ways of interacting with data and multimedia information flows. These environments may prove the ultimate successor to the desktop metaphor for information technology work. Several fundamental technological problems must be addressed to make tiled displays practical. These include: the choice of screen materials and support structures; choice of projectors, projector supports, and optional fine positioners; techniques for integrating image tiles into a seamless whole; interface devices for interaction with applications; display generators and interfaces; and the display software environment  相似文献   

10.
Display technology plays a significant role in gaming and, thus, display parameters are an important consideration when choosing a gaming display. In general, interest in display parameters such as contrast ratio, response time, refresh rate, and input lag in gaming displays is very high. In this article, we studied the reaction time of gaming displays, as a measure of game performance, with respect to different contrast ratios, response times, and refresh rates. Contrast ratio and response time turned out to be the key factors influencing reaction time. The higher the contrast ratio is, the shorter the reaction time tends to be. In addition, the faster the response time is, the shorter the reaction time is. Displays with high contrast ratio and fast response time are advantageous in terms of reaction time, which is also expected to be more advantageous in a fast-paced real gaming environment.  相似文献   

11.
Three dimensional (3D) displays typically rely on stereo disparity, requiring specialized hardware to be worn or embedded in the display. We present a novel 3D graphics display system for volumetric scene visualization using only standard 2D display hardware and a pair of calibrated web cameras. Our computer vision-based system requires no worn or other special hardware. Rather than producing the depth illusion through disparity, we deliver a full volumetric 3D visualization—enabling users to interactively explore 3D scenes by varying their viewing position and angle according to the tracked 3D position of their face and eyes. We incorporate a novel wand-based calibration that allows the cameras to be placed at arbitrary positions and orientations relative to the display. The resulting system operates at real-time speeds (~25 fps) with low latency (120–225 ms) delivering a compelling natural user interface and immersive experience for 3D viewing. In addition to objective evaluation of display stability and responsiveness, we report on user trials comparing users’ timings on a spatial orientation task.  相似文献   

12.
Short intensive interactions with unfamiliar pervasive displays coerce users to perform cognitive operations with uncertainty and risk of not being able to access the information of relevance later. We developed a new way of interaction with pervasive displays by harnessing the eye tracking technology to extract information that is most likely relevant to the user. These extracted bits of important information are presented to the user and sorted according to their estimated importance—in the PeepList. The users can interact with the PeepList without explicit commands and they can access the customized PeepList ex-post in order to review information previously consumed from the pervasive display.We carried out a user study involving 16 participants to evaluate the contribution of PeepList to efficient pervasive display interaction. The tests revealed that the PeepList system is unobtrusive, accurate, and in particular it reduces the interaction times by 40% when complex tasks were presented to the participants. A feasible user model can be built in under 30 seconds in 50% of all interactions, and in one minute, a majority of all interactions (70%) lead to a useful user model. Experimental results show that eye tracking is a valuable real-time implicit source of information about what the user is searching for on a pervasive display and that it can be used for real-time user interface adaptation. This considerably improves the efficiency of obtaining and retaining required data.  相似文献   

13.
This paper presents our research initiatives around new user experiences in the area of pervasive mixed reality crossmedia gaming. In a prototypical game, The Epidemic Menace, we combined static and interactive story telling elements to create a mixed reality experience. As part of this research initiative we also investigated how elements of the real world and virtual worlds could produce a new environment where physical and digital objects can co-exist and interact with each other, we wanted to evaluate how linear stories could be integrated into a game flow and how they could be used to extend game experiences. A new form of interactive entertainment that is not limited to hardware based games or linear storylines but includes a truly interactive TV experience was one of our goals.  相似文献   

14.
随着智能终端的普及和4G网络的建设,移动游戏的用户规模和市场份额都呈现爆发式增长。移动游戏作为移动互联网行业中具备成熟商业模式的领域,近年来,已经成为推动信息消费的重要助力。同时,与移动游戏产业快速发展共存的是移动游戏侵权盗版现象屡见不鲜,版权纠纷问题与日俱增。游戏产业蓬勃发展的同时,移动游戏版权保护工作还需要进一步完善和加强,营造良好的移动游戏版权环境,促进移动游戏行业健康可持续发展。  相似文献   

15.
To date, there has been relatively little research comparing different types of online gamers. The main aim of this study was to provide robust benchmark data on different types of Massively Multiplayer Online Game (MMOG) players using a large sample of online gamers. An online survey was used to recruit 4,374 Hungarian online gamers from websites offering different types of MMOGs. In addition to sociodemographic characteristics, the study also collected data on gaming preference, amount of time spent gaming, amount of money spent on the game, and whether they played at an amateur or professional level. A latent profile analysis of gaming preferences differentiated between eight specific gamer types, of which four types emerged as clear categories, indicating clear preference for a specific type of game (role-playing games, first-person shooter games, real-time strategy games, and other games). Overall, 79% of gamers belonged to these four categories. First-person shooter gamers were almost exclusively male, younger aged, lower educated, and of lower socioeconomic status. Real-time strategy gamers were older. Female gamers were most likely to play “Other” games and/or role-playing games. In relation to time spent gaming, role-playing gamers appeared to be the most vulnerable. The results indicated that a significant number of gamers have clear gaming preferences, and these specific gaming types are associated with significant differences regarding sociodemographic and gaming characteristics of gamers.  相似文献   

16.
The cloud was originally designed to provide general-purpose computing using commodity hardware and its focus was on increasing resource consolidation as a means to lower cost. Hence, it was not particularly adapted to the requirements of multimedia applications that are highly latency sensitive and require specialized hardware, such as graphical processing units. Existing cloud infrastructure is dimensioned to serve general-purpose workloads and to meet end-user requirements by providing high throughput. In this paper, we investigate the effectiveness of using this general-purpose infrastructure for serving latency-sensitive multimedia applications. In particular, we examine on-demand gaming, also known as cloud gaming, which has the potential to change the video game industry. We demonstrate through a large-scale measurement study that the existing cloud infrastructure is unable to meet the strict latency requirements necessary for acceptable on-demand game play. Furthermore, we investigate the effectiveness of incorporating edge servers, which are servers located near end-users (e.g., CDN servers), to improve end-user coverage. Specifically, we examine an edge-server-only infrastructure and a hybrid infrastructure that consists of using edge servers in addition to the cloud. We find that a hybrid infrastructure significantly improves the number of end-users served. However, the number of satisfied end-users in a hybrid deployment largely depends on the various deployment parameters. Therefore, we evaluate various strategies that determine two such parameters, namely, the location of on-demand gaming servers and the games that are placed on these servers. We find that, through both a careful selection of on-demand gaming servers and the games to place on these servers, we significantly increase the number of end-users served over the basic random selection and placement strategies.  相似文献   

17.
18.
The Sharetouch system is designed for raising users’ participation in community events. We put three subsystems into Sharetouch: (1) community pond, (2) Waterball interactive game, and (3) multimedia sharing. Sharetouch is based on an optical touch device designed by the Joyplux Company with an infrared LED and camera. This device can support multi-touch functions within a large display area. The software of Sharetouch was developed within XNA and .NET frameworks. We project the users as fish in our community pond. Sharetouch displays all the friends as fish when the users log into the system. Therefore, the number of fish equals the number of friends of the users. This design encourages users to make more friends to increase the number of fish. Waterball is a game that combines virtual images and real objects. The concept is based on the Nintendo Wii games, as players hold controllers (real objects) to play the games (virtual images). We also apply the concept of the cloud flash drive to multimedia sharing to avoid the trouble of carrying a real flash disk. This study employed the TAM measure to measure the validity of Sharetouch in this social platform. Our findings indicated that all proposed hypotheses had a positive and significant impact on the intention of older people to interact with Sharetouch. Unlike the computer-based system, Sharetouch is created as a user-friendly interface system. Sharetouch can enrich the users’ social network experiences through its hardware and software architectures.  相似文献   

19.
Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user–avatar (game figure) relationship and physical activity (PA), respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18–29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviours using the nine-item Internet Gaming Disorder Scale – Short Form. Additionally, the Proto-Self-Presence (PSP) scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fitbit Flex) measured levels of energy consumed during real-world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that PSP functioned as an IGD risk factor and that PA acted protectively, weakening the association between PSP and IGD behaviours. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects.  相似文献   

20.
It is relatively stress-free to write about computer games as nothing too much has been said yet, and almost anything goes. The situation is pretty much the same when it comes to writing about games and gaming in general. The sad fact with alarming cumulative consequences is that they are under-theorized; there are Huizinga, Caillois and Ehrmann of course, and libraries full of board game studies,in addition to game theory and bits and pieces of philosophy – most notably those of Wittgenstein – but they won't get us very far with computer games. So if there already is or soon will be a legitimate field for computer game studies, this field is also very open to intrusions and colonisations from the already organized scholarly tribes. Resisting and beating them is the goal of our first survival game in this paper, as what these emerging studies need is independence, or at least relative independence.  相似文献   

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