为什么轴反转?在3D环境中优化用户、界面和视觉显示之间的交互。

IF 3.4 2区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL
Jennifer E Corbett, Jaap Munneke
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引用次数: 0

摘要

从视频游戏到腹腔镜手术,用户适应新控制方案的能力差异可能会对性能产生重大甚至致命的影响。从为什么一些电子游戏玩家会在他们的主机控制器上反转y轴的问题开始,这项工作旨在为未来研究控制方案如何显著影响性能提供基础。我们认为,跨学科的碎片化研究阻碍了对用户、界面和视觉显示之间的空间关系如何影响性能的统一理解。因此,我们从多学科文献综合开始,澄清现有的发现,并确定导致结果冲突的方法不一致。然后,我们在一组经验丰富的第三人称玩家中探讨了关键行为和认知因素与y轴反转偏好之间的关系。基于这些初步结果,我们提出了一个“通用”框架来系统地研究控制反转和视觉输入如何影响不同运动目标的感知和表现。我们演示了该框架如何用于评估常见且具有挑战性的腹腔镜手术的表现,以及如何将其推广到评估和预测各种现实情况下的感觉运动相容性效应。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Why axis inversion? Optimizing interactions between users, interfaces, and visual displays in 3D environments.

From video games to laparoscopic surgeries, differences in users' abilities to adapt to new control schemes can have significant, even deadly impacts on performance. Starting with the question of why some video game players invert the y-axis on their console controllers, this work aims to provide a foundation for future investigations of how control schemes can significantly impact performance. We argue that fragmented research across disciplines hinders a unified understanding of how the spatial relationships between users, interfaces, and visual displays affect performance. Therefore, we begin with a multidisciplinary literature synthesis, clarifying existing findings, and identifying methodological inconsistencies that contribute to conflicting results. We then explore the relationship between key behavioral and cognitive factors and y-axis inversion preference in a group of experienced 3rd person gamers. Based on these preliminary results, we propose a "general purpose" framework to systematically investigate how control inversion and visual input influence perception and performance across various movement goals. We demonstrate how this framework can be used to evaluate performance in the context of a common and challenging laparoscopic procedure, and how it can be generalized to assess and predict sensorimotor compatibility effects across a wide variety of real-world situations.

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来源期刊
CiteScore
6.80
自引率
7.30%
发文量
96
审稿时长
25 weeks
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