Kimberly Stinson
Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Sweden
Niclas Bohman
Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, Sweden
Ladda ner artikelIngår i: Proceedings of SIGRAD 2015, June 1st and 2nd, Stockholm, Sweden
Linköping Electronic Conference Proceedings 120:12, s. 42-45
Publicerad: 2015-11-24
ISBN: 978-91-7685-855-4
ISSN: 1650-3686 (tryckt), 1650-3740 (online)
Fourteen volunteers were asked to participate in an experiment, along with answering a survey, to evaluate the performance of three peripherals: the Xbox 360 Wired Controller, a keyboard, and the Rock Band Fender Stratocaster Wired Guitar Controller. The participants played a prototype made in Unity, and their accuracy scores were analyzed in R using ANOVA. However, no significant quantifiable difference was found based on which peripheral was being used. The scores were also analyzed using Pearson’s Product-Moment correlation, and we were able to determine that the variation in accuracy scores was directly linked to the participant’s specific test run in the experiment. Taking this into consideration along with results of our observational data and participant feedback, we found that there were more factors at play, in regards to playability and accuracy, than just the input device itself. The learning effect of repetitive play of the prototype and input devices, the control input scheme, and the participant’s chosen peripheral manipulation method all had an impact.
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