3-D gaming environment preferences: Inversion of theY-axis
Autor: | Mustapha Mouloua, Timothy B. Frischmann, Katelyn Procci |
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Rok vydání: | 2015 |
Předmět: |
Adult
Male education.field_of_study Adolescent Population Physical Therapy Sports Therapy and Rehabilitation Human Factors and Ergonomics Workload Consumer Behavior User-Computer Interface Young Adult Video Games Humans Female education Psychology human activities Social psychology Orientation Spatial |
Zdroj: | Ergonomics. 58:1792-1799 |
ISSN: | 1366-5847 0014-0139 |
DOI: | 10.1080/00140139.2015.1044573 |
Popis: | Differences between preference groups based on the control scheme of the Y-axis or pitch (either default or inverted) in 3-D gaming were explored both with measures of pre-existing traits, as well as reactions to a short gaming session. Participants who preferred to invert the Y-axis controls showed significantly greater overall tendency for immersion than the non-inverters. Similarly, the participants who inverted the Y-axis also reported significantly higher levels of presence in the gaming task than the non-inverter. Finally, when participants' controls in the gaming task were mismatched to their preference, they exhibited significantly higher perceived workload in the gaming task. Implications of these findings focus on determining a basis for differences in the population, and how these differences may impact spatial reasoning and task-specific training, especially in aviation.Differing preferences for controlling a user’s visual perspective in a three-dimensional virtual environment were shown to exist in the population, with indications of increased workload when randomly assigned to use a non-preferred control scheme. These control preferences showed evidence of association with the user’s tendency for immersion in virtual environments. |
Databáze: | OpenAIRE |
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