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Fingerstroke time estimates for touchscreen-based mobile gaming interaction

机译:基于触摸屏的移动游戏交互的中风时间估计

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摘要

The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smart-phone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models. (C) 2015 Elsevier B.V. All rights reserved.
机译:游戏应用程序的日益普及和越来越快的移动运营商网络已经引起人们对与命令输入性能密切相关的有趣问题的关注。具有挑战性的镜像游戏服务,可以同时为PC和移动电话用户提供游戏服务,使他们可以使用非常不同的控制界面来对战对方。因此,为了进行有效的移动游戏设计,必须应用新的预测模型来测量潜在的触摸输入与PC接口的比较。本研究通过经验测试击键级模型(KLM),以预测触敏智能手机界面上基本交互控件的时间性能(即轻击,指向,拖动和轻拂)。使用回归模型上的时间估计值,提出了一种改进的KLM,暂时称为“手指敲击级模型”(FLM)。 (C)2015 Elsevier B.V.保留所有权利。

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