Gamifying Haptics User Studies: Comparison of Response Times from Smartphone Interfaces.

IF 2.4 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS
Bushra Kudsi, Doris Xu, Umit Sen, Kyle T Yoshida, Fabio Stroppa, Cara M Nunez, Mine Sarac
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引用次数: 0

Abstract

Haptics user studies are often restricted to a set, physical location and use methods that do not captivate the user. Applying game design elements can create an entertaining environment and increase user engagement. Using ubiquitous tools, like smartphones, to conduct haptics user studies could allow researchers to access larger participant groups while a gamified approach could facilitate the data collection by making the experiment more enjoyable. To explore this concept, this work presents a gamified version of an existing psychophysical experiment that investigates response time to multisensory cues using a smartphone based on "Whac-A-Mole". We conducted a user study to compare our gamified interface with an existing psychophysical interface with thirteen participants exploring the response time from eighteen combinations of auditory, haptic, and visual stimuli at different levels of intensities and participant preferences for both interfaces. The results demonstrate that the gamified interface successfully captured similar trends in response times and significantly elevated participant enjoyment ( < 0.003), but did not result in equivalent response times to the original interface. This work shows the benefits and drawbacks of following a gamification approach when designing haptics user studies and discusses factors and trade-offs to consider when gamifying studies.

游戏化触觉用户研究:智能手机界面响应时间的比较
触觉用户研究通常局限于一组不能吸引用户的物理位置和使用方法。运用游戏设计元素可以创造一个有趣的环境并提高用户粘性。使用智能手机等无处不在的工具进行触觉用户研究可以让研究人员接触到更大的参与者群体,而游戏化的方法可以通过使实验更有趣来促进数据收集。为了探索这一概念,这项工作提出了一个现有心理物理实验的游戏化版本,该实验使用基于“打地鼠”的智能手机调查对多感官线索的反应时间。我们进行了一项用户研究,将我们的游戏化界面与现有的心理物理界面进行比较,13名参与者探索了18种不同强度的听觉、触觉和视觉刺激组合的反应时间,以及参与者对这两种界面的偏好。结果表明,游戏化界面成功地捕获了类似的响应时间趋势,并显著提高了参与者的享受程度(< 0.003),但没有导致与原始界面相当的响应时间。这项工作显示了在设计触觉用户研究时遵循游戏化方法的优点和缺点,并讨论了游戏化研究时需要考虑的因素和权衡。
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来源期刊
IEEE Transactions on Haptics
IEEE Transactions on Haptics COMPUTER SCIENCE, CYBERNETICS-
CiteScore
5.90
自引率
13.80%
发文量
109
审稿时长
>12 weeks
期刊介绍: IEEE Transactions on Haptics (ToH) is a scholarly archival journal that addresses the science, technology, and applications associated with information acquisition and object manipulation through touch. Haptic interactions relevant to this journal include all aspects of manual exploration and manipulation of objects by humans, machines and interactions between the two, performed in real, virtual, teleoperated or networked environments. Research areas of relevance to this publication include, but are not limited to, the following topics: Human haptic and multi-sensory perception and action, Aspects of motor control that explicitly pertain to human haptics, Haptic interactions via passive or active tools and machines, Devices that sense, enable, or create haptic interactions locally or at a distance, Haptic rendering and its association with graphic and auditory rendering in virtual reality, Algorithms, controls, and dynamics of haptic devices, users, and interactions between the two, Human-machine performance and safety with haptic feedback, Haptics in the context of human-computer interactions, Systems and networks using haptic devices and interactions, including multi-modal feedback, Application of the above, for example in areas such as education, rehabilitation, medicine, computer-aided design, skills training, computer games, driver controls, simulation, and visualization.
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