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Evaluating Hands-On and Hands-Free Input Methods for a Simple Game

机译:评估简单游戏的动手和免提输入方法

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摘要

We conducted an experiment to test user input via facial tracking in a simple computerized snake game. We compared two hands-on methods with a hands-free facial-tracking method to evaluate the potential of a hands-free point-select tool: CameraMouse. In addition to the experiment, we conducted a case study with a participant with mild cerebral palsy. For the experiment we observed mean game scores of 5.89, 3.34, and 1.94 for the keyboard, touchpad, and CameraMouse input methods, respectively. The mean game score using CameraMouse was 0.55 during the case study. We also generated trace files for the path of the snake and the cursor for the touchpad and CameraMouse pointing methods. In a qualitative assessment, all participants provided valuable feedback on their choice of input method and level of fatigue. Unsurprisingly, the keyboard was the most popular input method. However, positive comments were received for CameraMouse. Participants also referred to a few other simple games, such as Temple Rush and Subway Surfer, as potential candidates for interaction with the CameraMouse.
机译:我们进行了一项实验,以在一个简单的计算机化蛇游戏中通过面部跟踪测试用户输入。我们将两种手动方法与免提面部跟踪方法进行了比较,以评估免提点选择工具CameraMouse的潜力。除实验外,我们还对患有轻度脑瘫的参与者进行了案例研究。在实验中,我们观察到键盘,触摸板和CameraMouse输入法的平均游戏得分分别为5.89、3.34和1.94。在案例研究中,使用CameraMouse的平均游戏得分为0.55。我们还为蛇的路径以及触摸板和CameraMouse指向方法的光标生成了跟踪文件。在定性评估中,所有参与者都对他们选择输入法和疲劳程度提供了宝贵的反馈。毫不奇怪,键盘是最流行的输入法。但是,收到了对CameraMouse的正面评价。参与者还提到了其他一些简单的游戏,例如Temple Rush和Subway Surfer,它们是与CameraMouse进行交互的潜在候选人。

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