Investigating Usability, User Preferences, Ergonomics, and Player Performance in StarCraft II

Author(s):  
Bradford L. Schroeder ◽  
Kevin Leyva ◽  
Kimberly Stowers ◽  
Joanna E. Lewis ◽  
Valerie K. Sims

The present study investigated several factors hypothesized to affect player performance in a real-time strategy computer game, StarCraft II (SC2). User preferences for certain game settings (e.g., custom hotkey shortcuts) and peripheral equipment (e.g., gaming keyboards, laser mice) were surveyed along with usability perceptions and individual differences. In addition to these self-reports, participants uploaded replays of their perceived strongest SC2 games, offering a snapshot of players’ in-game behavioral data. Results indicated that perceived usability problems and higher neuroticism were linked to poorer performance, but multitasking tendencies and custom hotkeys were predictive of greater performance. Gaming keyboards were related to performance, although a performance benefit is inconclusive. Implications for individual differences, ergonomics, and usability are discussed.

2006 ◽  
Vol 5 (3) ◽  
pp. 33-39 ◽  
Author(s):  
Seokhee Jeon ◽  
Hyeongseop Shim ◽  
Gerard J. Kim

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays


1967 ◽  
Vol 24 (3_suppl) ◽  
pp. 1235-1240 ◽  
Author(s):  
James J. McGrath ◽  
James F. O'Hanlon

A method was developed for measuring rate of subjective time ( RST). Subjective time ( T) was recorded in subjects making a series of contiguous estimations of a standard interval of time. The results showed that T generally increased as a linear function of real time ( t). RST was measured by describing T as a linear function of t and by differentiating that function in respect to t. Individual differences in RST were large and stable within a test session. The differences were reliable from one session to the next. Within the range studied (1 to 10 min.) the duration of the standard interval had no systematic effect upon RSTs. And, RSTs were related in the appropriate direction to traditional measures of time perception. It was concluded that the RST is a useful measure for research on time perception.


Author(s):  
Emmanouil Skondras ◽  
Konstantina Siountri ◽  
Angelos Michalas ◽  
Dimitrios D. Vergados

Virtual tours using drones enhance the experience the users perceive from a place with cultural interest. Drones equipped with 360o cameras perform real-time video streaming of the cultural sites. The user preferences about each monument type should be considered in order to decide the appropriate flying route for the drone. This article describes a scheme for supporting personalized real-time virtual tours at sites with cultural interest using drones. The user preferences are modeled using the MPEG-21 and the MPEG-7 standards, while Web Ontology Language (OWL) ontologies are used for metadata structure and semantics. The Metadata-Aware Analytic Network Process (MANP) algorithm is proposed in order to weigh the user preferences for each monument type. Subsequently, the Trapezoidal Fuzzy Topsis for Heritage Route Selection (TFT-HRS) algorithm ranks the candidate heritage routes. Finally, after each virtual tour, the user preferences metadata are updated in order in order the scheme to continuously learn about the user preferences.


2012 ◽  
Vol 141 (2) ◽  
pp. 169-177 ◽  
Author(s):  
Antal Haans ◽  
Florian G. Kaiser ◽  
Don G. Bouwhuis ◽  
Wijnand A. IJsselsteijn

2007 ◽  
Vol 16 (06) ◽  
pp. 981-999 ◽  
Author(s):  
GEORGIOS N. YANNAKAKIS ◽  
JOHN HALLAM

This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) approach have already been reported in the literature to serve this purpose. In this paper, an alternative quantitative approach to entertainment modeling based on psychological studies in the field of computer games is introduced and a comparative study of the two approaches is presented. Feedforward neural networks (NNs) and fuzzy-NNs are used to model player satisfaction (interest) in real-time and investigate quantitatively how the qualitative factors of challenge and curiosity contribute to human entertainment. We demonstrate that appropriate non-extreme levels of challenge and curiosity generate high values of entertainment and we project the extensibility of the approach to other genres of digital entertainment (e.g. mixed-reality interactive playgrounds).


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