The fingerstroke-level model strikes back: a modified keystroke-level model in developing a gaming ui for 4g networks

Kiburm Song, Jihoon Kim, Yoonkoo Cho, Ahreum Lee, H. Ryu, Jung-Woon Choi, Yong Joo Lee
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引用次数: 11

Abstract

With the 4G mobile technology, LG U+ established a new business model, inter-network mirroring game service, that allows PC and mobile game users to play against each other. However, due to an unsolicited input command design for touch-sensitive UIs, it is hard to adjust competitive levels between them. The traditional Keystroke-Level Model (KLM) was not applicable to predict the task performance in the touch-sensitive user interface. This case study thus proposed Fingerstroke Level Model (FLM), and analyzed the inter-network mirroring game - 'Freestyle II"' with FLM. The empirical study confirmed the effectiveness and efficiency of FLM, and suggested how HCI methods can improve the design of mobile gaming user interface.
手指触控级模型反击战:开发4g网络游戏界面的一种改进的按键触控级模型
LG U+利用4G移动技术,建立了一种新的商业模式——网际镜像游戏服务,让PC和手机游戏用户相互对抗。然而,由于触敏ui的非请求输入命令设计,很难调整它们之间的竞争水平。传统的按键水平模型(KLM)不适用于触摸敏感用户界面的任务性能预测。本案例提出了指触水平模型(FLM),并利用FLM对网络间镜像游戏“Freestyle II”进行了分析。实证研究证实了FLM的有效性和效率,并提出了HCI方法如何改进手机游戏用户界面的设计。
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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