Lee Ahreum, Song Kiburm, Ryu Hokyoung Blake, Kim Jieun, Kwon Gyuhyun
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.
Hum Mov Sci. 2015 Dec;44:211-24. doi: 10.1016/j.humov.2015.09.003. Epub 2015 Sep 21.
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.
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)。