2.2 Apparatus
2.2.1 Hardware
The experiment was conducted on a Sony VAIO laptop running
Windows 7. For the keyboard and mouse conditions, the laptop’s
keyboard was used with a USB mouse (Logitech Laser). A
Microsoft Xbox 360 wired controller was used for the standard
controller condition (connected through USB). For the trackball
controller we built a prototype using a Microsoft Xbox 360 wired
controller and a wired Logitech Trackman Wheel trackball. We
used the Xbox 360 controller as the housing for the prototype so
that the form factor for both is the same, except for the trackball
replacement.
The prototype controller replaced the right analog joystick with a
trackball. The optical camera and original housing of the trackball
were glued to the underside of the top half of the Xbox 360
controller. The trackball was placed in the housing, and a plastic
lid was attached so that the trackball was moveable but secure.
The rest of the trackball, excluding all unnecessary parts (such as
button and scroll wheel controls), were attached to the bottom of
the Xbox 360 controller, where the battery pack is on a wireless
controller.
The resulting prototype is seen in Figure 1. The prototype
connects to the PC with two USB cables: one for the trackball for
mouse motion, and the other for the game controller for all other
inputs.
2.2.2 Software
The first task involved shooting targets in a game called Penguin
Hunt. This game was previously used to measure the FPS
performance of input devices [2, 4]. We used the same software
for our analysis so that our results will be comparable to previous
work. The game world in Penguin Hunt consists of a square-
shaped randomly generated terrain, with different height levels,
and randomly placed trees. The game also contains 10 randomly
placed penguin targets, which move slowly in a random direction.
The goal is to shoot the targets. Trees block the movement of the
player and are also impenetrable to the weapon. When a target is
shot it disappears and another appears at a random location.
Ammunition is unlimited. A screen shot of the game is shown in
Figure 2.
Figure 2: Screenshot of Penguin Hunt
For the standard controller condition, the left analog stick was
used for movement, while the right analog stick was used for
turning/aiming. The right trigger was used for shooting. The
developers of the software reported that the angular rotation
velocity was 270 degrees per second, following the Xbox version
of Halo. Following the instructions of the Xbox controller
programming manual, the displacement-velocity transfer curve
was cubed [4]. For the trackball controller condition, the left
analog stick was used for movement, and the right trigger for
shooting, exactly like in the standard controller condition. The
trackball was used for turning and camera control. For the
keyboard and mouse condition, the
W, S, A, and D keys were used
for movement and the mouse was used for camera control. The
left mouse button was used for shooting. The mouse and trackball
had the same sensitivity, and pointing acceleration (gain) was
turned on for both.
Each game trial lasted 120 s. The top right corner of the game
screen showed the remaining time, and the number of targets hit
so far. Hits and misses were accompanied by sounds to provide
auditory feedback. The game logged the number of targets hit, the
distance between the player and the target when a target was hit,
and the number of misses.
The second task involved playing the PC version of Infinity
Ward’s Call of Duty 4: Modern Warfare, run at a resolution of
1366 768. This commercial game was chosen due to its training
level. Part of the game’s introduction involves the player
completing an army-like obstacle course called the cargo ship
mockup. The mockup involves navigating a “ship”, moving from
one station, or “position”, to the next and completing objectives in
each. Each position involves some offensive action, such as
shooting cardboard targets, or throwing flashbangs (blinding
grenades) into rooms. In total, there are 6 positions, 2 of which
require throwing a flashbang, and 10 cardboard targets spread out
across the positions. The entire event is timed, with the goal to
complete all objectives as quickly as possible.
Looking directly at a thrown flashbang blinds the player
(represented by the screen going white for a few seconds, and
sounding a ringing noise). This has a negative impact on
completion time. To avoid being blinded, the player either moves
behind a wall or pans the camera away from the blast area.
Overall, this level was a good comparative task as it is
representative of actions in FPS games, while being short and
identical between trials. Specifically, it involves navigation,
camera control, aiming and shooting, taking cover (to not be
blinded by flashbangs), sprinting, etc.
Completion of the obstacle course represents a trial, which
participants repeated multiple times. Before a trial, participants
restocked on flashbangs and ammo. The gun held 30 bullets,
which was enough to shoot all targets without reloading, but
reloading was still possible. At the end of a trial, the game
displayed the time to finish the course and an accuracy score from
0 to 3. The accuracy score is a “black box”, in that we do not
know how it is calculated. The accuracy score is subtracted from
the time to obtain the final time. In essence, the final time
represents both speed and accuracy. Having no access to the game
code, we manually recorded the time and accuracy of each trial.
Figure 3 shows a screenshot of the cargo ship mockup level.
We used the PC version of Modern Warfare, with the default
control configuration used for the keyboard and mouse condition.
Specifically, the
W, S, A, and D keys were used for movement,
while the mouse was used for camera control. The right mouse
button was used for looking down the sight of the gun (zooming
in) and the left mouse button was used for shooting. S
HIFT was
used for sprinting,
R for reloading, and ‘4’ for throwing
flashbangs.
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