Quantifying the differential impact of sensor noise in augmented reality gaming input

Farjana Z. Eishita, Kevin G. Stanley, Alain Esquivel
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引用次数: 3

Abstract

Augmented reality is an exciting new medium for game designers, enabling them to craft the latest round of innovative interactive experiences. Commoditization of both high performance smartphones, and head mounted displays have provided compact high fidelity cameras and displays, and enough computing power to put compelling augmented reality into the hands of consumers. However, significant work remains in codifying the design space, and the relative sensitivity of different modes of display and interaction on user experience. In particular, the role of sensor noise in gameplay across different displays and input techniques has not been evaluated. In this paper, we present a user study of 48 individuals playing both head mounted and magic window variants of the same game with different input techniques, under different orientation sensor noise conditions. Evaluating user experience using both game logs and standard experiential surveys, we find differential effects of the introduction of noise on different systems, and provide design recommendations based on these findings.
量化增强现实游戏输入中传感器噪声的差异影响
对于游戏设计师来说,增强现实是一种令人兴奋的新媒介,使他们能够制作出最新一轮的创新互动体验。高性能智能手机和头戴式显示器的商品化,提供了紧凑的高保真相机和显示器,以及足够的计算能力,将引人注目的增强现实技术送到消费者手中。然而,重要的工作仍然是编纂设计空间,以及不同模式的显示和交互对用户体验的相对敏感性。特别是,传感器噪声在不同显示和输入技术的游戏玩法中的作用尚未得到评估。在本文中,我们提出了一项用户研究,在不同的方向传感器噪声条件下,使用不同的输入技术玩同一游戏的头戴式和魔法窗变体的48个人。通过使用游戏日志和标准体验调查来评估用户体验,我们发现噪音对不同系统的不同影响,并基于这些发现提供设计建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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