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The Effectiveness (or Lack Thereof) of Aim-Assist Techniques in First-Person Shooter Games

机译:在第一人称射击游戏中的AIM辅助技术的有效性(或缺乏)

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Aim-assistance techniques have been shown to work for player balancing in 2D environments, but little information exists about how well these techniques will work in a 3D FPS game. We carried out three studies of the performance of five different aim assists in an Unreal-based game world. The assists worked well in a target-range scenario (study 1), but their performance was reduced when game elements were introduced in a walkthrough map (study 2). We systematically examined the relationships between realistic game elements and assist performance (study 3). These studies show that two techniques - bullet magnetism and area cursor - worked well in a wide variety of situations. Other techniques that worked well were too perceptible, and some previously-successful techniques did not work well in any game-like scenario. Our studies are the first to provide empirical evidence of the performance of aim assist techniques in 3D environments, and the first to identify the complexities in using these techniques in real FPS games.
机译:旨在为2D环境中的播放器平衡工作,但是,这些技术在3D FPS游戏中有效地存在很少的信息。我们进行了三项关于五种不同目标的表现的研究,助攻了一个不真实的游戏世界。助攻在目标范围场景中工作得很好(研究1),但是当游戏元素在演练地图中引入游戏元素(研究2)时,它们的性能降低了。我们系统地检查了现实游戏元素和协助性能之间的关系(研究3)。这些研究表明,两种技术 - 子弹磁力和面积光标 - 在各种情况下工作得很好。工作良好的其他技术太可察觉,并且一些以前成功的技术在任何游戏的场景中都不适用。我们的研究是第一个提供了在3D环境中表现目标辅助技术的经验证据,以及第一个在真正的FPS游戏中识别使用这些技术的复杂性。

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