Modeling Temporal Target Selection: A Perspective from Its Spatial Correspondence
Temporal target selection requires users to wait and trigger the selection input within a
bounded time window, with a selection cursor that is expected to be delayed. This task …
bounded time window, with a selection cursor that is expected to be delayed. This task …
Player segmentation with inspect: Revealing systematic behavior differences within mmorpg and educational game case studies
Visualization tools have aided game analytics in a multitude of ways. Yet, producing
customized representations that focus on specific research questions remains an open …
customized representations that focus on specific research questions remains an open …
Characterizing and Quantifying Expert Input Behavior in League of Legends
To achieve high performance in esports, players must be able to effectively and efficiently
control input devices such as a computer mouse and keyboard (ie, input skills) …
control input devices such as a computer mouse and keyboard (ie, input skills) …
[PDF][PDF] Model-based player experience testing with emotion pattern verification
Player eXperience (PX) testing has attracted attention in the game industry as video games
become more complex and widespread. Understanding players' desires and their …
become more complex and widespread. Understanding players' desires and their …
User Performance in Consecutive Temporal Pointing: An Exploratory Study
A significant amount of research has recently been conducted on user performance in so-
called temporal pointing tasks, in which a user is required to perform a button input at the …
called temporal pointing tasks, in which a user is required to perform a button input at the …
Simulating interaction movements via model predictive control
We present a Model Predictive Control (MPC) framework to simulate movement in
interaction with computers, focusing on mid-air pointing as an example. Starting from …
interaction with computers, focusing on mid-air pointing as an example. Starting from …
Quantifying Proactive and Reactive Button Input
When giving input with a button, users follow one of two strategies:(1) react to the output
from the computer or (2) proactively act in anticipation of the output from the computer. We …
from the computer or (2) proactively act in anticipation of the output from the computer. We …
A Performance Evaluation of Nomon: A Flexible Interface for Noisy Single-Switch Users
NR Bonaker, EM Nel, K Vertanen… - Proceedings of the 2022 …, 2022 - dl.acm.org
Some individuals with motor impairments communicate using a single switch—such as a
button click, air puff, or blink. Row-column scanning provides a method for choosing items …
button click, air puff, or blink. Row-column scanning provides a method for choosing items …
Balancing multiplayer games design using deep learning techniques
C David Stephens - 2024 - researchrepository.ul.ie
Multiplayer games rely on progression systems to correctly pace the rise in difficulty
alongside the player's understanding of the game. This process should occur seamlessly …
alongside the player's understanding of the game. This process should occur seamlessly …
Automated Game Design Testing Using Machine Learning
C Stephens, C Exton - Encyclopedia of Computer Graphics and Games, 2023 - Springer
Games design is the field of study and practice of improving and measuring the structure
and systems found within an analogue or digital game. The process of improving a game …
and systems found within an analogue or digital game. The process of improving a game …