• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

基于触摸屏的移动游戏交互的手指划动时间估计

Fingerstroke time estimates for touchscreen-based mobile gaming interaction.

作者信息

Lee Ahreum, Song Kiburm, Ryu Hokyoung Blake, Kim Jieun, Kwon Gyuhyun

机构信息

Department of Industrial Engineering, Hanyang University, 222 Wangsimni-ro, Seongdong-gu, Seoul 04730, South Korea.

The Graduate School of Technology & Innovation Management, Hanyang University, 222 Wangsimni-ro, Seongdong-gu, Seoul 04730, South Korea.

出版信息

Hum Mov Sci. 2015 Dec;44:211-24. doi: 10.1016/j.humov.2015.09.003. Epub 2015 Sep 21.

DOI:10.1016/j.humov.2015.09.003
PMID:26401615
Abstract

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 smartphone 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.

摘要

游戏应用的日益普及以及移动运营商网络的不断提速,引发了人们对一个与命令输入性能密切相关的有趣问题的关注。一项具有挑战性的镜像游戏服务,它同时为PC和手机用户提供游戏服务,允许他们使用截然不同的控制界面相互对战。因此,对于高效的手机游戏设计而言,应用一种新的预测模型来衡量潜在的触摸输入与PC界面相比的情况至关重要。本研究通过实证检验按键级模型(KLM),以预测在触摸敏感的智能手机界面上基本交互控制的时间性能(即点击、指向、拖动和轻拂)。利用回归模型的时间估计,提出了一种经过修改的KLM,暂称为手指敲击级模型(FLM)。

相似文献

1
Fingerstroke time estimates for touchscreen-based mobile gaming interaction.基于触摸屏的移动游戏交互的手指划动时间估计
Hum Mov Sci. 2015 Dec;44:211-24. doi: 10.1016/j.humov.2015.09.003. Epub 2015 Sep 21.
2
Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland.移动游戏与问题性智能手机使用:比利时与芬兰的比较研究。
J Behav Addict. 2018 Mar 1;7(1):88-99. doi: 10.1556/2006.6.2017.080. Epub 2018 Jan 9.
3
The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?玩视频游戏与认知功能之间的关联:游戏平台有影响吗?
Cyberpsychol Behav Soc Netw. 2017 Nov;20(11):689-694. doi: 10.1089/cyber.2017.0241. Epub 2017 Oct 19.
4
Does familiarity affect the enjoyment of touchscreen games for people with dementia?熟悉程度会影响痴呆症患者对触屏游戏的喜爱程度吗?
Int J Med Inform. 2016 Jul;91:e1-8. doi: 10.1016/j.ijmedinf.2016.02.001. Epub 2016 Feb 12.
5
Playing Action Video Games Improves Visuomotor Control.玩动作视频游戏可提高动作感知控制能力。
Psychol Sci. 2016 Aug;27(8):1092-108. doi: 10.1177/0956797616650300. Epub 2016 Jul 8.
6
Effects of touchscreen gesture's type and direction on finger-touch input performance and subjective ratings.触摸屏手势类型和方向对手指触摸输入性能及主观评分的影响。
Ergonomics. 2017 Nov;60(11):1528-1539. doi: 10.1080/00140139.2017.1313457. Epub 2017 Apr 8.
7
Is experience in multi-genre video game playing accompanied by impulsivity?多类型电子游戏游玩经验是否与冲动性相关?
Acta Psychol (Amst). 2018 Oct;190:78-84. doi: 10.1016/j.actpsy.2018.07.006. Epub 2018 Jul 19.
8
Back-of-Device Force Feedback Improves Touchscreen Interaction for Mobile Devices.设备背面力反馈可改善移动设备的触屏交互体验。
IEEE Trans Haptics. 2019 Oct-Dec;12(4):483-496. doi: 10.1109/TOH.2019.2911519. Epub 2019 Apr 15.
9
An experiment with content distribution methods in touchscreen mobile devices.一项关于触摸屏移动设备中内容分发方法的实验。
Appl Ergon. 2015 Sep;50:79-86. doi: 10.1016/j.apergo.2015.02.009. Epub 2015 Mar 25.
10
Video game players show higher performance but no difference in speed of attention shifts.电子游戏玩家表现出更高的性能,但在注意力转移速度上没有差异。
Acta Psychol (Amst). 2016 Sep;169:11-9. doi: 10.1016/j.actpsy.2016.05.001. Epub 2016 May 18.

引用本文的文献

1
Relations between Touch Target Size and Drag Distance in Mobile Applications for Users with Autism Spectrum Disorders.自闭症谱系障碍用户在移动应用程序中触摸目标大小与拖曳距离的关系。
J Med Syst. 2018 Aug 28;42(10):180. doi: 10.1007/s10916-018-1044-0.
2
Usability Operations on Touch Mobile Devices for Users with Autism.触摸移动设备的可用性操作,供自闭症用户使用。
J Med Syst. 2017 Oct 14;41(11):184. doi: 10.1007/s10916-017-0827-z.