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Studying a Head Tracking Technique for First-Person-Shooter Games in a Home Setting

机译:研究家庭环境中第一人称射击游戏的头部跟踪技术

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This paper examines webcam-enabled head tracking for games in a home setting. A new head interaction technique was developed based upon prior laboratory-based research, with a focus on making it robust to the variable conditions of a home setting. Our technique was integrated into a test-bed game and 550 hours of gameplay data was collected from 2500 users, many of whom also provided formal feedback. The head tracking performed creditably and players reported that the experience was more immersive. Head tracking failed to enhance competitive playing performance, perhaps owing to familiarization effects. Nevertheless, the data revealed evidence of learning amongst users, suggesting that performance would improve with continued use. Key lessons that emerged in the home setting in contrast to the earlier laboratory study were a demonstrated need for clear guidance and feedback during system set-up, and greater caution regarding its deployment, having discovered a small population of users who became nauseous.
机译:本文研究了在家庭环境中启用网络摄像头的头部追踪游戏。在先前基于实验室的研究的基础上,开发了一种新的头部交互技术,重点是使其对家庭环境的可变条件具有鲁棒性。我们的技术已集成到测试平台游戏中,并从2500个用户那里收集了550小时的游戏数据,其中许多人还提供了正式的反馈。头部追踪的表现令人信服,玩家报告说体验更加身临其境。头部追踪未能提高竞争性的比赛表现,这可能是由于熟悉效果所致。但是,数据显示了用户之间学习的证据,这表明随着用户的不断使用,其性能将会提高。与早期的实验室研究相比,在家庭环境中出现的重要经验教训是,在系统设置过程中,已证明需要明确的指导和反馈,并且在部署系统时要格外谨慎,因为发现了很少的用户会感到恶心。

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