交互式3D游戏机虚拟交互疲劳及操作难度分析

Yongwan Kim, Gun A. Lee, Dongsik Jo, Ungyeon Yang, Gihong Kim, Jinah Park
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引用次数: 13

摘要

随着典型游戏变成交互式3D游戏,用户可能会感到疲劳,并且可能难以使用当前的交互式3D技术(如任天堂Wii、微软Kinect和PS3 3D显示器)操作虚拟物体。本文分析了影响交互疲劳和操作难度的因素。为了分析影响因素,我们将各种交互分为两类交互场景:对象操作和3D UI选择。根据我们的分析,我们提出了与抓握时手指伸展运动、抓握/选择时的早期伸展运动、触觉感觉、错误试验和3D感知时的头部运动相关的设计因素。游戏开发者可以在交互式3D游戏内容中引入诱导设计因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Analysis on virtual interaction-induced fatigue and difficulty in manipulation for interactive 3D gaming console
As typical games become interactive 3D games, users may feel fatigued and may have difficulty manipulating virtual objects with current interactive 3D technologies such as Nintendo Wii, MS Kinect and the PS3 3D display. In this paper, we analyze factors about interaction fatigue and manipulation difficulty. For an analysis on factors, we categorize various interactions into two types of interaction scenarios: object manipulation and 3D UI selection. From our analysis, we presented the design factors related to finger extension motion for grasping, early extension for grasping/selection, haptic sensation, erroneous trials, and head motion for 3D perception. Game developers can apply induced design factors to their interactive 3D game contents.
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