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Evaluating the effectiveness of HUDs and diegetic ammo displays in first-person shooter games

机译:评估HUDS和Diegetic AMMO在第一人称射击游戏中显示的有效性

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We present an experiment comparing five ammunition display methods in first-person shooter (FPS) games. These included both diegetic (in-game) and heads-up display (HUD) options. HUD displays included a bar, icons, and a counter. Diegetic displays were displayed in-game beside the player's weapon. Two diegetic displays were evaluated: a number and bullets. We compared the performance offered by each ammunition display and player preference towards each. Results indicate that the diegetic "number-in-game" display performed best both in terms of reload time and shots taken between running out of ammunition and reloading. Participants fired an average of 35% fewer shots after running out of ammo with the number-in-game display than with the worst performing display, icons-on-HUD. Reload time was also 26% faster with the number-in-game display than with icons-on-HUD. The number-in-game display was preferred by 70% of participants.
机译:我们在第一人称射击游戏中比较了五个弹药显示方法的实验。其中包括亚麻尾(在游戏中)和朝上显示(HUD)选项。 HUD显示器包括栏,图标和计数器。在玩家的武器旁边的游戏中展出了模具显示器。评估了两个模具显示器:一个数字和子弹。我们将每个弹药显示和玩家偏好的表现进行了比较。结果表明,在重新加载时间和射击弹药和重新加载之间采取的镜头时,Diemetic“游戏中的游戏Number-In”显示。与游戏机耗尽的弹药耗尽后,参与者平均射击了35%的镜头,而不是最糟糕的表演显示,图标on-hud。在游戏中显示器的重新加载时间也比与HUD的图标更快的速度更快26%。游戏数目显示器优先于70%的参与者。

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