头部鼠标:从残障人群到健全人人群研究的普遍性

R. C. Fouché
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引用次数: 5

摘要

本文讨论了一项研究,旨在确定针对残疾用户的研究结果是否与非残疾用户的头部操作光标控制结果具有可比性。调查了四类研究结果,即:最佳灵敏度设置,颈部疲劳量,易学性和用户满意度。我们开发了一款射击类游戏,并在开发过程中加入了一项任务,即模拟带有移动目标的游戏动作。在用户测试的两个阶段收集了四个效率指标的数据。低灵敏度设置为无残疾用户带来了最快的游戏体验,这与针对残疾人的研究结果相矛盾。研究还发现,对于没有残疾的用户来说,在几次训练后,颈部疲劳的程度有所下降。没有残疾的人对头部鼠标的有效使用随着时间的推移显示出某些元素的显著改善,这表明学习发生了。用户满意度水平也随着非残疾人使用鼠标头的时间延长而提高。虽然有些发现可以推广到这两种类型的用户,但这项研究表明,在能够使用头部鼠标的身体方面获得了新的知识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Head mouse: generalisability of research focused on the disabled to able bodied users
This paper discusses a study which aimed to determine whether the results obtained from studies focusing on users with disabilities are comparable with the results from users without disabilities for head operated cursor control. Four categories of research findings were investigated namely: the optimum sensitivity setting, the amount of neck fatigue, learnability and the level of user satisfaction. A shooting genre game was developed, and a task was included during development to simulate gaming actions with moving targets. Data for four efficiency metrics was gathered during two phases of user testing. The low sensitivity setting resulted in the fastest gameplay for users without disabilities, which contradicted research results from studies focusing on individuals with disabilities. It was also found that the amount of neck fatigue decreased after several sessions for users without disabilities. The efficient use of the head mouse by individuals without disabilities showed significant improvement over time for certain elements, indicating that learning took place. The level of user satisfaction also increased with extended use of the head mouse by individuals without disabilities. Although some findings can be generalized to both types of users, this study shows that new knowledge was gained in terms of able bodied use of a head mouse.
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