Differences in movement microstructure of the mouse and the finger-controlled isometric joystick
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Accuracy measures for evaluating computer pointing devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Metroid Prime
A Low-Cost, Linux-Based Virtual Environment for Visualizing Vascular Structures
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
ISO 9241-9 evaluation of video game controllers
Proceedings of Graphics Interface 2009
Gameplay evaluation of the trackball controller
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
The trackball controller: improving the analog stick
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Measuring the impact of game controllers on player experience in FPS games
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
ExerLink: enabling pervasive social exergames with heterogeneous exercise devices
Proceedings of the 10th international conference on Mobile systems, applications, and services
Is movement better?: comparing sedentary and motion-based game controls for older adults
Proceedings of Graphics Interface 2013
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Little work exists on the testing and evaluation of computer-game related input devices. This paper presents five new performance metrics and utilizes two tasks from the literature to quantify differences between input devices in constrained three-dimensional environments, similar to "first-person"-genre games. The metrics are Mean Speed Variance, Mean Acceleration Variance, Percent View Moving, Target Leading Analysis, and Mean Time-to-Reacquire. All measures are continuous, as they evaluate movement during a trial. The tasks involved tracking a moving target for several seconds, with and without target acceleration. An evaluation between an X-Box gamepad and a standard PC mouse demonstrated the ability of the metrics to help reveal and explain performance differences between the devices.