Abstract
With an ever-increasing number of technological tools and gadgets in our life, people have become familiar with multiple kinds of user interaction interfaces and devices. Day in, day out people interact with various devices that follow different user interaction paradigms, such as when they are using a mobile phone, smart TV or a gaming console. Although these devices have various forms among themselves, the interaction method used to control them can make a significant difference in usability. Gaming consoles have become a huge area of the computer entertainment business in years. With every new generation of gaming consoles, the technologies behind it improve dramatically. Most of the time, the improvements are about the graphics and interaction devices. It can be clearly said that even though the graphics have improved in the last two generations of gaming consoles, the interaction paradigms and approaches were not up to the users’ expectations. This is especially the case for a first-person shooter and real-time strategy (RTS) games. Accordingly, bearing in mind the above as a motivation, the aim of this work is to develop a prototype game controller that will improve the usability and gameplay experience of the first-person shooter games.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Alankuş, G., Eren, A.A.: Enhancing gamepad FPS controls with tilt-driven sensitivity adjustment. In: Proceedings of EURASIA 2014, Paper 13. Hacettepe University Press, Ankara (2014)
Natapov, D., MacKenzie, I.S.: Gameplay evaluation of the trackball controller. In: Proceedings of the International Academic Conference on the Future of Game Design and Technology, pp. 167–174. ACM (2010)
Ramcharitar, A., Teather, R.J.: A Fitts’ law evaluation of video game controllers: thumbstick, touchpad, and gyrosensor. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2860–2866. ACM (2017)
Oshita, M., Ishikawa, H.: Gamepad vs. touchscreen: a comparison of action selection interfaces in computer games. In: Proceedings of the Workshop at SIGGRAPH Asia, pp. 27–31. ACM (2012)
Teather, R.J., Roth, A., MacKenzie, I.S.: Tilt-touch synergy: input control for “dual-analog” style mobile games. Entertainment Comput. 21, 33–43 (2017)
McArthur, V. C. (2009). An empirical comparison of Wiimote gun attachments for pointing tasks. In Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems (pp. 203–208). ACM
Murphy, D.K.: Usability testing of video game controllers: a case study. In: Games User Research. AK Peters/CRC Press, Natick (2016)
Google Stadia. https://www.bbc.com/news/technology-47623414. Accessed 31 Mar 2019
System Usability Scale. https://www.usability.gov/how-to-and-tools/resources/templates/system-usability-scale-sus.html. Accessed 15 Dec 2018
Douglas, S.A.: Testing pointing device performance and user assessment with the ISO 9241, Part 9 standard. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 215–222. ACM (1999)
IBM SPSS Software. https://www.ibm.com/analytics/spss-statistics-software. Accessed 20 June 2019
Author information
Authors and Affiliations
Corresponding authors
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2019 Springer Nature Switzerland AG
About this paper
Cite this paper
Toktaş, A.O., Serif, T. (2019). Evaluation of Crosshair-Aided Gyroscope Gamepad Controller. In: Awan, I., Younas, M., Ünal, P., Aleksy, M. (eds) Mobile Web and Intelligent Information Systems. MobiWIS 2019. Lecture Notes in Computer Science(), vol 11673. Springer, Cham. https://doi.org/10.1007/978-3-030-27192-3_23
Download citation
DOI: https://doi.org/10.1007/978-3-030-27192-3_23
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-27191-6
Online ISBN: 978-3-030-27192-3
eBook Packages: Computer ScienceComputer Science (R0)