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研究生: 陳嘉恩
Chia-En Chen
論文名稱: 透過設計觸控手把研究射擊手遊玩家能力和喜好
Gamepad Design for Touch Generation: Evaluation of FPS/TPS Game Control and Possibility of Touched-based Control as Norm
指導教授: 董芳武
Fang-Wu Tung
口試委員: 余能豪
Neng-Hao Yu
陳圳卿
Chun-Ching Chen
學位類別: 碩士
Master
系所名稱: 設計學院 - 設計系
Department of Design
論文出版年: 2023
畢業學年度: 111
語文別: 英文
論文頁數: 105
中文關鍵詞: 費茲定律遊戲控制器觸控板透過設計研究第一 / 第三人稱射擊遊戲手機遊戲
外文關鍵詞: Fitts’ law, Game controller evaluation, Touchpad, Research Through Design, First / Third Person Shooter, Mobile Gaming
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  • 此研究透過設計觸控式遊戲控制器原型並與滑鼠、DualSense手把、平板、Steam手把等使用Fitts Task 2, 3D Aim Trainer 與遊戲死亡擱淺關卡進行比較與訪談,探討觸控介面成為未來射擊遊戲主流操控方式的可能性。透過將受測者根據其遊戲經驗分組,記錄了不同類型遊戲玩家對各裝置的觀感喜好與裝置操控效率。總平均中觸控介面有相近於在與相同延遲率滑鼠之操控效率,對於已習慣觸控介面之受測者其喜好與成績更加顯著。此次設計之觸控手把原型雖未取得預期中的測試成績與愛戴,研究中獲得的資料與回饋可供遊戲市場作為觸控手把設計參考。


    This research compares a Steam controller, DualSense controller, two gestures of a prototype touchpad-implemented gamepad design, iPad Pro, a Logitech G304 mouse with latency matching the iPad, and a Razer 8K gaming mouse using Fitts Task 2, 3D Aim Trainer for performance test, gameplay experience with Death Stranding firing range and gathers feedback on the devices. With participants categorized by their gaming experience, the differences between experienced groups are recorded in terms of performance and preference. The average result shows that touch-based input has the potential of substituting mouse when the latency condition is equal, and players already with touch-based FPS/TPS gaming experience tend to favor touch over mouse input. However, the prototype controller designed to implement a larger touchpad did not meet expectations in terms of performance and preference, but the knowledge, data, and feedback gathered in this study will aid future touch-based gamepad design in a world of emerging handheld console markets.

    (A)INTRODUCTION 1 1.1 Research Background and Motivation 1 1.2 Research Purpose 3 1.3 Research Framework 4 1.4 Research Scope and Limitations 7 (B)LITERATURE REVIEW 8 2.1 Research Through Design 8 2.2 HCI Factors 11 2.2.1 Efficiency Evaluation 12 2.2.2 Testing with Games 14 2.2.3 Experience Evaluation 15 2.3 Design Background Research 19 2.3.1 Shooter Game Control Evolution 19 2.3.2 Brief on PUBG Mobile 22 2.3.3 Gaming Devices with Similar Input Methods 24 2.3.4 Mobile Shooter Grip Styles 25 2.3.5 Research Summary 26 2.4 Total System Latency 27 2.5 Research Questions and Hypotheses 28 (C)METHODOLOGY 30 3.1 Designing the prototype gamepad 31 3.2 Testing Phase 36 3.2.1 Experimental Procedure 36 3.2.2 Apparatus 37 3.2.3 Performance Evaluation 39 3.2.4 Preference Evaluation 42 3.2.5 Portable Testing Unit Design and Fabrication 44 3.2.6 Participants 45 (D)Results 49 4.1 3D Aim Trainer 49 4.2 FittsTask2 49 4.2.1 Throughput 49 4.2.2 Error Rates 51 4.2.3 Movement Time 54 4.3 Observations during Death Stranding Drill 13 56 4.4 Analysis of Questionnaire 57 4.4.1 Likeness Questionnaire 57 4.4.2 Ergonomics Questionnaire 61 4.4.3 Prefrence on Gyro Assist 64 4.4.4 Scenario Imagination and Button Adjustments 65 4.5 Interview preference ordering layout 68 4.6 Insights and Discoveries 70 (E)Discussion 73 5.1 Discussion of Results 73 5.1.1 Observations of the 3D Aim Trainer and FittsTaskTwo results: 73 5.1.2 Quantitative Analysis of FittsTaskTwo Results: 74 5.1.3 Review of the Preference Evaluation 77 5.2 Relation to previous work 81 5.3 Limitations 82 (F)Future Work 83 (G)Conclusion 85 (H)References 87 Appendix 1 90 Appendix 2 91 Appendix 3 92 Appendix 4 94

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