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Performance of modern gaming input devices in first-person shooter target acquisition

Published: 26 April 2014 Publication History

Abstract

We present a pilot study quantifying the targeting performance of several modern game input devices. These included a mouse, a game controller, the PS Move and the Kinect. Our study used a 3D first-person shooting game task, based on the ISO 9241-9 experimental paradigm for evaluating pointing devices. Comparison of performance measures indicated that the mouse was best, with the game controller coming in a close second. Performance of the 3D input devices (Move and Kinect) was much worse.

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References

[1]
Castellucci, S. J., Teather, R. J., and Pavlovych, A., Novel metrics for 3D remote pointing, ACM Spatial User Interaction, (New York: ACM, 2013), 17--20.
[2]
Fitts, P. M., The information capacity of the human motor system in controlling the amplitude of movement, Journal of Experimental Psychology, 47, 1954, 381--391.
[3]
ISO, ISO 9241--9 Ergonomic requirements for office work with visual display terminals (VDTs) - Part 9: Requirements for non-keyboard input devices: International Standard, International Organization for Standardization, 2000.
[4]
Isokoski, P. and Martin, B., Performance of input devices in FPS target acquisition, International Conference on Advances in Computer Entertainment Technology, (New York: ACM, 2007), 240--241.
[5]
Klochek, C. and MacKenzie, I. S., Performance measures of game controllers in a three-dimensional environment, Graphics Interface, (Toronto: Canadian Information Processing Society, 2006), 73--79.
[6]
Looser, J., Cockburn, A., and Savage, J., On the validity of using first-person shooters for Fitts' law studies, British HCI Conference, (London: British Computer Society, 2005), 33--36.
[7]
MacKenzie, I. S., Fitts' law as a research and design tool in human-computer interaction, HumanComputer Interaction, 7, 1992, 91--139.
[8]
McArthur, V., Castellucci, S. J., and MacKenzie, I. S., An empirical comparison of Wiimote gun attachments for pointing tasks, Engineering Interactive Computing Systems, (New York: ACM, 2009), 203--208.
[9]
Natapov, D., Castellucci, S. J., and MacKenzie, I. S., ISO 9241--9 evaluation of video game controllers, Graphics Interface, (Toronto: Canadian Information Processing Society, 2009), 223--230.
[10]
Natapov, D. and MacKenzie, I. S., The trackball controller: improving the analog stick, ACM FuturePlay, (New York: ACM, 2010), 175--182.
[11]
Teather, R. J., Pavlovych, A., Stuerzlinger, W., and MacKenzie, I. S., Effects of tracking technology, latency, and spatial jitter on object movement, IEEE 3D User Interfaces, (New York: IEEE, 2009), 43--50.
[12]
Teather, R. J. and Stuerzlinger, W., Pointing at 3D target projections using one-eyed and stereo cursors, ACM Conference on Human Factors in Computing Systems CHI 2013, (New York: ACM, 2013), 159 168.

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  • (2024)Comparing the Effectiveness and Ergonomics of Smartphone-Based GamepadsProceedings of Mensch und Computer 202410.1145/3670653.3670676(207-218)Online publication date: 1-Sep-2024
  • (2022)Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb DeficienciesIEEE Access10.1109/ACCESS.2022.315109410(18933-18943)Online publication date: 2022
  • (2020)Navigation in desktop 3D games with gamepadsProceedings of Mensch und Computer 202010.1145/3404983.3410018(165-168)Online publication date: 6-Sep-2020
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  1. Performance of modern gaming input devices in first-person shooter target acquisition

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    Published In

    cover image ACM Conferences
    CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing Systems
    April 2014
    2620 pages
    ISBN:9781450324748
    DOI:10.1145/2559206
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 26 April 2014

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    Author Tags

    1. 3d target selection
    2. first-person shooter
    3. fitts' law

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    April 26 - May 1, 2014
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    CHI EA '14 Paper Acceptance Rate 1,000 of 3,200 submissions, 31%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

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    • (2024)Comparing the Effectiveness and Ergonomics of Smartphone-Based GamepadsProceedings of Mensch und Computer 202410.1145/3670653.3670676(207-218)Online publication date: 1-Sep-2024
    • (2022)Joy-Pros: A Gaming Prosthesis to Enable Para-Esports for Persons With Upper Limb DeficienciesIEEE Access10.1109/ACCESS.2022.315109410(18933-18943)Online publication date: 2022
    • (2020)Navigation in desktop 3D games with gamepadsProceedings of Mensch und Computer 202010.1145/3404983.3410018(165-168)Online publication date: 6-Sep-2020
    • (2019)Using hands as an easy UAV joystick for entertainment applicationsProceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction10.1145/3351995.3352042(1-9)Online publication date: 23-Sep-2019
    • (2018)Exploring the Feasibility of Diegetic User Interfaces in Immersive Virtual Exhibitions within the Cultural Heritage2018 14th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS)10.1109/SITIS.2018.00101(625-631)Online publication date: Nov-2018
    • (2018)An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representationsEntertainment Computing10.1016/j.entcom.2018.01.00326(41-58)Online publication date: May-2018
    • (2017)Firearms training simulator based on low cost motion tracking sensorMultimedia Tools and Applications10.5555/3048137.304822176:1(1403-1418)Online publication date: 1-Jan-2017
    • (2017)Player performance with different input devices in virtual reality first-person shooter gamesProceedings of the 5th Symposium on Spatial User Interaction10.1145/3131277.3134361(165-165)Online publication date: 16-Oct-2017
    • (2017)Self-Transforming Controllers for Virtual Reality First Person ShootersProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3116595.3116615(517-529)Online publication date: 15-Oct-2017
    • (2016)Design and user experience assessment of Kinect-based virtual windowsJournal of Ambient Intelligence and Smart Environments10.3233/AIS-1603688:2(169-187)Online publication date: 15-Mar-2016
    • Show More Cited By

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