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Accelerometer-based User Interfaces For The Control Of A Physically Simulated Character

机译:基于加速度计的用户界面,用于控制物理模拟角色

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In late 2006. Nintendo released a new game controller, the Wiimote, which included a three-axis accelerometer. Since then, a large variety of novel applications for these controllers have been developed by both independent and commercial developers. We add to this growing library with three performance interfaces that allow the user to control the motion of a dynamically simulated, animated character through the motion of his or her arms, wrists, or legs. For comparison, we also implement a traditional joystick/button interface. We assess these interfaces by having users test them on a set of tracks containing turns and pits. Two of the interfaces (legs and wrists) were judged to be more immersive and were better liked than the joystick/button interface by our subjects. All three of the Wiimote interfaces provided better control than the joystick interface based on an analysis of the failures seen during the user study.
机译:在2006年下半年,任天堂发布了一款新的游戏控制器Wiimote,其中包括一个三轴加速度计。从那时起,独立和商业开发人员都为这些控制器开发了许多新颖的应用程序。我们通过三个性能界面将其添加到这个不断增长的库中,该界面允许用户通过其手臂,手腕或腿部的运动来控制动态模拟的动画角色的运动。为了进行比较,我们还实现了传统的操纵杆/按钮界面。我们通过让用户在一组包含转弯和凹坑的轨道上对其进行测试来评估这些界面。我们的受试者认为其中两个界面(腿和手腕)比游戏杆/按钮界面更具沉浸感,并且更喜欢。根据对用户研究过程中出现的故障的分析,Wiimote的所有三个接口都比操纵杆接口提供更好的控制。

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