Comparing mobile game interaction methods in terms of player engagement: gaze and voice commanded control method vs. touchscreen controls

Download
2017
Uludağlı, Muhtar Çağkan
The purpose of this thesis is to compare two human computer interaction methods in a mobile game interface; the touchscreen controls and a novel multimodal method which is a combination of gaze and voice commands. A user experiment was conducted to collect gameplay data from participants playing a 2D runner-platformer game called "Neon Glider". After the participants play the game by using two interfaces separately, a user questionnaire was applied to analyze players' engagement level for both interfaces that provided two methods of game control. Gameplay data show that the participants were more successful when they controlled the game by touchscreen controls. However, they spent more effort for controlling the game with this technique. The questionnaire results revealed that the participants were more involved into the game in that they felt scared, different and spaced out when they controlled the game by gaze and voice commands. The results have also shown that they felt psychologically absorbed with the gaze-voice interaction method. These outcomes do not give a definitive result but surely participants felt a little higher level of engagement with this new method. 

Suggestions

Guidelines and principles for efficient interaction on large touchscreens with collaborative usage
Pekin, Tacettin Sercan; İşler, Veysi; Günel Kılıç, Banu; Department of Information Systems (2017)
Understanding collaborative usage of large-size screen systems is important for advancing the general study of human-computer interaction (HCI) as well as for guiding the designers while creating efficient interactive large-size systems. This thesis aims to provide guidance for the designers of collaborative large-size screen systems. It therefore gives background information about such systems, defines similarities and differences in existing systems, compares existing design guidelines and principles, tes...
Comparison of cognitive modeling and user performance analysis for touch screen mobile interface design
Ocak, Nihan; Çağıltay, Kürşat; Department of Information Systems (2014)
The main aim of this thesis is to analyze and comparatively evaluate the usability of touch screen mobile applications through cognitive modeling and end-user usability testing. The study investigates the accuracy of the estimated results cognitive model produces for touch screen mobile phone interfaces. CogTool application was used as the cognitive modeling method. Turkcell Cüzdan application, which is suitable for the implementation of both methods, was chosen as the mobile application. Based on the feedb...
Understanding consumer innovativeness via theory of goal directed behavior: an investigation of factors affecting adoption of online games
Baybaş, Gülnur; Yılmaz, Cengiz; Department of Business Administration (2015)
This study aims to analyze the factors behind adoption of online games, using a theoretical foundation based mostly on the theory of goal-directed behavior and diffusion of innovations model. Factors affecting the adoption behavior are determined on the basis of the goal directed behavior theory, and differences between adopter categories of online game buyers are investigated by applying Rogers’ diffusion of innovations (DOI) theory. Online survey was conducted to reach target group by using social media a...
Short-term modification of sleep-wake habits by gamification: a user study
İlhan, Ayşe Ezgi; Şener Pedgley, Bahar; Hacıhabiboğlu, Hüseyin; Department of Modeling and Simulation (2015)
Gamification is used as a tool to persuade and motivate people to achieve hard-to-perform tasks through the use of game mechanics. It can help to change people’s habits in a positive direction, thus to get subjective well-being in the long run. Sleep-wake behaviors are important determinants of a day-to-day well-being. Management of sleep-wake habits of individuals is a potential area that can benefit from gamification. This study aimed to find out whether it was possible to modify sleep-wake habits using g...
UTILIZATION OF SPATIAL INFORMATION FOR POINT CLOUD SEGMENTATION
Akman, Oytun; Bayramoglu, Neslihan; Alatan, Abdullah Aydın; Jonker, Pieter (2010-06-09)
Object segmentation has an important role in the field of computer vision for semantic information inference. Many applications such as 3DTV archive systems, 3D/2D model fitting, object recognition and shape retrieval are strongly dependent to the performance of the segmentation process. In this paper we present a new algorithm for object localization and segmentation based on the spatial information obtained via a Time-of-Flight (TOF) camera. 3D points obtained via a TOF camera are projected onto the major...
Citation Formats
M. Ç. Uludağlı, “Comparing mobile game interaction methods in terms of player engagement: gaze and voice commanded control method vs. touchscreen controls,” M.S. - Master of Science, Middle East Technical University, 2017.