Datasets: Moving Target Selection with Delay

Shengmei Liu, M. Claypool, A. Cockburn, Ragnhild Eg, C. Gutwin, K. Raaen
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引用次数: 2

Abstract

When software and hardware processes cause delay between an input and an output, consequences can be both harmful and annoying. In games, this type of delay can cause actions to lag behind a player's inputs. Studies on delayed game actions show negative impact on both player performance and quality of experience. Further research could expand upon this knowledge with more robust data modeling and analysis, as well as a wider range of actions. This paper describes publicly available datasets from four user studies on the effects of delay on the fundamental game action of selecting a moving target with a pointing device. They include performance data, such as time to selection, and demographic data, such as age and gaming experience. Example analysis illustrating the use of the datasets is shown, including comparison of pointing devices, demographic analysis with performance, and analytic modeling.
数据集:带有延迟的移动目标选择
当软件和硬件进程导致输入和输出之间的延迟时,后果可能既有害又令人烦恼。在游戏中,这种类型的延迟会导致行动滞后于玩家的输入。研究表明延迟游戏行为对玩家表现和体验质量都有负面影响。进一步的研究可以通过更强大的数据建模和分析以及更广泛的行动来扩展这些知识。本文描述了来自四个用户研究的公开可用数据集,这些数据集是关于延迟对使用指向设备选择移动目标的基本游戏动作的影响。它们包括性能数据(如选择时间)和人口统计数据(如年龄和游戏经验)。示例分析说明了数据集的使用,包括指向设备的比较,人口统计分析与性能,和分析建模。
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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