Jumphair: Improving Jumping Performance in First-Person Video Games Through Visual Assistance

Sebastian Misztal, Guillermo Carbonell, Lysann Zander, Jonas Schild
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引用次数: 2

Abstract

Performing jumps in 3D video games from first-person perspective can be excessively challenging because of the difficulty of estimating distances and lack of precision. To address this problem, we created a jumping assistance tool called jumphair that dynamically visualizes distances between the player character and forthcoming edges before performing a jump. Our aim was to create a jumping assistance that helps players to enhance their distance perception for performing their jumps more successfully without being distracted by the tool. We integrated the jumphair into a self-developed video game called Couch Jumper and evaluated user performance and user experience in comparison to using a static icon in two user studies (each N = 30) on a 2D display and a 3D head-mounted display (HMD), respectively. On a 2D output device, results show that the jumphair can improve jumping performances without distracting players. The jumphair is also rated helpful and can be considered an accepted game element. When used on a 3D HMD, the jumphair did not yield advantages in terms of jumping performances in its current implementation but significantly reduced simulator sickness. Our studies have implications for game research and for interface design in first-person video games with jumping mechanics.
Jumphair:通过视觉辅助提高第一人称电子游戏中的跳跃表现
在第一人称视角的3D电子游戏中执行跳跃是非常具有挑战性的,因为很难估计距离并且缺乏精确性。为了解决这个问题,我们创造了一个跳跃辅助工具,称为jumphair,在执行跳跃之前动态可视化玩家角色与即将到来的边缘之间的距离。我们的目标是创造一个跳跃辅助,帮助玩家在不被工具分散注意力的情况下更成功地执行跳跃,从而增强他们的距离感知。我们将jumphair整合到一款名为《Couch Jumper》的自主开发电子游戏中,并分别在2D显示器和3D头戴式显示器(HMD)上对用户性能和用户体验与使用静态图标进行了评估。在2D输出设备上,实验结果表明,跳跃毛可以在不分散玩家注意力的情况下提高跳跃性能。跳毛也被认为是有用的,可以被认为是一个可接受的游戏元素。当在3D头戴式显示器上使用时,跳跃毛在跳跃性能方面并没有产生优势,但在目前的实现中显著减少了模拟器眩晕。我们的研究对游戏研究和带有跳跃机制的第一人称电子游戏的界面设计具有启示意义。
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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