肌肉电刺激训练FPS游戏玩家射击时机的方法

Q1 Social Sciences
Shuo Zhou, Norihisa Segawa
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引用次数: 0

摘要

在第一人称射击游戏(FPS)中,玩家通常需要根据移动目标的速度和相对位置提前计算射击时机。对于大多数球员来说,准确的击球时间需要丰富的游戏经验和训练。与职业玩家不同,业余玩家很少有时间参加比赛和训练,没有接受专业的游戏指导,也买不起昂贵的游戏设备。根据以往的研究,通过电刺激的可穿戴设备可以有效地控制快速反应的肌肉。在这里,我们提供了一种使用电肌肉刺激(EMS)来训练射击游戏的时机的方法。我们相信EMS训练是可行和有效的,可以让玩家快速学习和提高他们的游戏体验。为了测试我们方法的可行性和有效性,我们首先测试了玩家在使用EMS设备时的反应时间,以确保它不会对玩家产生负面影响。然后,参与者在一个定制的FPS游戏中接受三种方法的训练:EMS,非EMS和仅EMS。结果显示,与使用其他两种方法训练的参与者相比,ems训练的参与者的平均命中率有更显著的提高。因此,我们的研究显示了使用EMS设备作为定制FPS游戏的训练媒介的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Method of Electrical Muscle Stimulation for Training FPS Game Players in the Timing of Shots
In first-person shooter (FPS) games, players often need to calculate the timing of their shots for moving targets in advance based on the speed and relative position of those targets. For most players, the accurate timing of shots requires extended gaming experience and training. Unlike professional players, hobby players have less time to compete and train, do not receive professional game guidance, and cannot afford expensive gaming devices. According to previous studies, wearable devices with electrical stimulation can effectively control the muscles with rapid reactions. Here, we provide a method for training the timing of gaming shooters using electrical muscle stimulation (EMS). We believe that training with EMS is feasible and effective, allowing players to quickly learn and improve their gaming experience. To test the feasibility and effectiveness of our approach, we first tested the player's reaction time when using the EMS device to ensure that it did not have a negative impact on the player. Participants were then trained in a custom FPS game with three methods: EMS, non-EMS and EMS-only. The results showed a more significant increase in the average hit rate of EMS-trained participants compared to those trained using the other two methods. Thus, our study shows the possibility of using EMS devices as a training medium for a custom FPS game.
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来源期刊
Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction Social Sciences-Social Sciences (miscellaneous)
CiteScore
5.90
自引率
0.00%
发文量
257
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