海报:使用3D游戏输入设备评估菜单技术

Dustin B. Chertoff, Ross W. Byers, J. Laviola
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引用次数: 4

摘要

随着掌机游戏(如任天堂Wii)中3D空间互动的普及,我们有必要确定现有菜单技术发现在使用Wii控制器等3D指向设备时是否仍然适用。线性菜单比较了其他两种菜单技术:径向菜单和旋转菜单。有效性是通过任务完成时间和任务错误次数来衡量的。还采用主观测量来确定参与者的偏好。当使用径向菜单技术时,参与者的表现更快,出错更少。参与者也更喜欢径向菜单。这些结果表明,径向菜单是一种有效的菜单技术,当使用三维指向设备。这与之前关于径向菜单的工作是一致的,并表明径向菜单在游戏应用中的使用应该进一步研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Poster: Evaluation of menu techniques using a 3D game input device
With the rise in popularity of 3D spatial interaction in console gaming, such as the Nintendo Wii, it is important to determine whether existing menuing technique findings still hold true when using a 3D pointing device such as the Wii Controller. Linear menus were compared with two other menu techniques: radial menus and rotary menus. Effectiveness was measured through task completion time and the number of task errors. A subjective measure was also taken to determine participant preferences. Participants performed faster and made fewer errors when using the radial menu technique. Radial menus were also preferred by participants. These results indicate that radial menus are an effective menu technique when used with a 3D pointing device. This is consistent with previous work regarding radial menus and indicates that the usage of radial menus in gaming applications should be investigated further.
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