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Eye-hand coordination strategies during active video game playing: An eye-tracking study

机译:主动视频游戏中的眼手协调策略:一项眼动追踪研究

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The purpose of this exploratory study was to examine the eye-hand coordination patterns while playing two virtual-reality active video games in healthy children and adults. Eleven children (mean age 8.09 years) and ten adults participated in the study. Each participant played two digital games, Slap Stream and Kung Foo, from EyeToy Play software. Eye movements were recorded using Mobile Eye eye-tracker. Eye-hand coordination strategies and the time when virtual object appeared, the gaze shifted to the object, the reach started, the gaze shifted away, and the reach ended were coded from the video. The latencies between these events were computed and compared between adults and children and between games. The fixation duration, number of fixations, and number of gaze points were also computed for each game's areas of interests. Results showed that (1) all participants used multiple eye-hand strategies while playing active video games with some strategies more than others; (2) the Kung Foo game (with one target appearing on the screen) and the Slap Stream game (with potentially multiple targets appearing on the screen) induced different latencies and gaze points between children and adults; and (3) children had longer latencies and shorter fixation durations than adults. The study thus provides in-depth understanding of different patterns of eye-hand coordination in relations to active video game playing. The significant differences in coordinative control strategies found between adults and children as well as between game types provide a basis for further research in both child development and game-based learning fields. (C) 2015 Elsevier Ltd. All rights reserved.
机译:这项探索性研究的目的是在健康儿童和成人中玩两个虚拟现实主动视频游戏时检查眼手协调模式。十一名儿童(平均年龄8.09岁)和十名成人参加了研究。每个参与者都使用EyeToy Play软件玩了两个数字游戏,Slap Stream和Kung Foo。使用Mobile Eye眼动仪记录眼动。视频中记录了眼手协调策略以及虚拟对象出现的时间,注视转移到对象,开始触及,注视移开以及结束触及的时间。计算了这些事件之间的延迟,并比较了成人和儿童之间以及游戏之间的延迟。还针对每个游戏的兴趣区域计算了注视持续时间,注视次数和注视点数。结果表明:(1)所有参与者在玩主动视频游戏时都使用了多种眼手策略,其中一些策略比其他策略更多; (2)Kung Foo游戏(屏幕上出现一个目标)和Slap Stream游戏(屏幕上可能出现多个目标)在儿童和成人之间引起了不同的潜伏期和凝视点; (3)儿童比成人的潜伏期更长,注视时间更短。因此,该研究提供了对与主动视频游戏玩法有关的眼手协调不同模式的深入理解。在成年人和儿童之间以及在游戏类型之间发现的协调控制策略的显着差异,为进一步研究儿童发展和基于游戏的学习领域提供了基础。 (C)2015 Elsevier Ltd.保留所有权利。

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