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Objective and Subjective Sizes of the Effective Visual Field during Game Playing Measured by the Gaze-contingent Window Method

机译:视线窗口法测量游戏过程中有效视野的主观和主观大小

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In this study, we measured the objective and subjective sizes of effective visual fields in game play situations by using a gaze-contingent window method. The peripheral visual field was restricted to an area around the gaze by window masks of various sizes while participants played one of three video games (i.e., car racing, falling block puzzle, and word puzzle). The quantitative relationship between window size and game performance confirmed that the type of video game significantly affected the objective size of the effective visual field. The subjective size of effective visual fields was measured by asking the participants to adjust the window size to the extent they felt their performance would change. The subjective measures of effective visual field were similar to the objective measures for the car racing game and the falling block puzzle game. However, we found that the objective and subjective sizes of effective visual field were not comparable in the word puzzle game. These results suggest that players do not always recognize the size of an effective visual field accurately while playing video games. The present study indicates that the gaze-contingent window method is useful for revealing the spatial characteristics of effective visual fields, and that the method developed for measuring the subjective effective visual field is also applicable for dynamic visual-motor tasks.
机译:在这项研究中,我们使用视线或视线窗口法测量了游戏情境中有效视野的客观大小。参与者玩三种电子游戏(即赛车,摔倒拼图和单词拼图)之一时,外围视野被各种尺寸的窗罩限制在凝视周围的区域。窗口大小与游戏性能之间的定量关系证实,视频游戏的类型显着影响有效视野的客观大小。有效视野的主观大小是通过要求参与者将窗口大小调整到他们认为其性能会改变的程度来衡量的。有效视野的主观度量类似于赛车游戏和落块益智游戏的客观度量。但是,我们发现有效视野的客观和主观大小在单词益智游戏中是不可比拟的。这些结果表明,玩家在玩视频游戏时并不总是能够准确地识别出有效视野的大小。本研究表明,凝视或视线窗口法对于揭示有效视野的空间特征是有用的,并且开发的用于测量主观有效视野的方法也适用于动态视觉运动任务。

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