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为何要进行轴反转?优化3D环境中用户、界面和视觉显示之间的交互。

Why axis inversion? Optimizing interactions between users, interfaces, and visual displays in 3D environments.

作者信息

Corbett Jennifer E, Munneke Jaap

机构信息

Computer Science and Artificial Intelligence Lab, Massachusetts Institute of Technology, Room 32-D426, 32 Vassar St, Cambridge, MA, 02139, USA.

Center for Cognitive and Brain Health, Northeastern University, 805 Columbus Ave, Boston, MA, 02120, USA.

出版信息

Cogn Res Princ Implic. 2025 Jun 23;10(1):33. doi: 10.1186/s41235-025-00626-5.

Abstract

From video games to laparoscopic surgeries, differences in users' abilities to adapt to new control schemes can have significant, even deadly impacts on performance. Starting with the question of why some video game players invert the y-axis on their console controllers, this work aims to provide a foundation for future investigations of how control schemes can significantly impact performance. We argue that fragmented research across disciplines hinders a unified understanding of how the spatial relationships between users, interfaces, and visual displays affect performance. Therefore, we begin with a multidisciplinary literature synthesis, clarifying existing findings, and identifying methodological inconsistencies that contribute to conflicting results. We then explore the relationship between key behavioral and cognitive factors and y-axis inversion preference in a group of experienced 3rd person gamers. Based on these preliminary results, we propose a "general purpose" framework to systematically investigate how control inversion and visual input influence perception and performance across various movement goals. We demonstrate how this framework can be used to evaluate performance in the context of a common and challenging laparoscopic procedure, and how it can be generalized to assess and predict sensorimotor compatibility effects across a wide variety of real-world situations.

摘要

从电子游戏到腹腔镜手术,用户适应新控制方案的能力差异可能会对操作表现产生重大甚至致命的影响。从一些电子游戏玩家为何在游戏机控制器上反转y轴这个问题入手,这项研究旨在为未来关于控制方案如何显著影响操作表现的调查提供基础。我们认为,跨学科的零散研究阻碍了对用户、界面和视觉显示之间的空间关系如何影响操作表现的统一理解。因此,我们首先进行多学科文献综述,阐明现有研究结果,并识别导致结果相互矛盾的方法学不一致之处。然后,我们在一组经验丰富的第三人称游戏玩家中探索关键行为和认知因素与y轴反转偏好之间的关系。基于这些初步结果,我们提出一个“通用”框架,以系统地研究控制反转和视觉输入如何影响各种运动目标下的感知和操作表现。我们展示了这个框架如何用于评估常见且具有挑战性的腹腔镜手术中的操作表现,以及如何将其推广到评估和预测各种现实世界情况下的感觉运动兼容性效应。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/21fd/12185817/c79a87659e43/41235_2025_626_Fig1_HTML.jpg

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