Performance measures of game controllers in a three-dimensional environment

Little work exists on the testing and evaluation of computer-game related input devices. This paper presents five new performance metrics and utilizes two tasks from the literature to quantify differences between input devices in constrained three-dimensional environments, similar to "first-person"-genre games. The metrics are Mean Speed Variance, Mean Acceleration Variance, Percent View Moving, Target Leading Analysis, and Mean Time-to-Reacquire. All measures are continuous, as they evaluate movement during a trial. The tasks involved tracking a moving target for several seconds, with and without target acceleration. An evaluation between an X-Box gamepad and a standard PC mouse demonstrated the ability of the metrics to help reveal and explain performance differences between the devices.

[1]  George V. Kondraske,et al.  A new approach to human motion quality measurement , 1997, Proceedings of the 19th Annual International Conference of the IEEE Engineering in Medicine and Biology Society. 'Magnificent Milestones and Emerging Opportunities in Medical Engineering' (Cat. No.97CH36136).

[2]  P. Fitts The information capacity of the human motor system in controlling the amplitude of movement. , 1954, Journal of experimental psychology.

[3]  Daniel A. Norton Windows device drivers , 1992 .

[4]  Martin S. Moran,et al.  A Test of Fitts' Law with Moving Targets , 1980, Human factors.

[5]  Shumin Zhai,et al.  Quantifying coordination in multiple DOF movement and its application to evaluating 6 DOF input devices , 1998, CHI.

[6]  E. C. Poulton,et al.  Tracking skill and manual control , 1974 .

[7]  I. Scott MacKenzie,et al.  Accuracy measures for evaluating computer pointing devices , 2001, CHI.

[8]  Sarah A. Douglas,et al.  Differences in movement microstructure of the mouse and the finger-controlled isometric joystick , 1996, CHI.