3-D Gaming Environment Preferences: Inversion Of The Y-Axis
Keywords
gaming; immersion; spatial orientation; virtual environments; workload
Abstract
Differences between preference groups based on the control scheme of the Y-axis or pitch (either default or inverted) in 3-D gaming were explored both with measures of pre-existing traits, as well as reactions to a short gaming session. Participants who preferred to invert the Y-axis controls showed significantly greater overall tendency for immersion than the non-inverters. Similarly, the participants who inverted the Y-axis also reported significantly higher levels of presence in the gaming task than the non-inverter. Finally, when participants' controls in the gaming task were mismatched to their preference, they exhibited significantly higher perceived workload in the gaming task. Implications of these findings focus on determining a basis for differences in the population, and how these differences may impact spatial reasoning and task-specific training, especially in aviation.
Publication Date
11-2-2015
Publication Title
Ergonomics
Volume
58
Issue
11
Number of Pages
1792-1799
Document Type
Article
Personal Identifier
scopus
DOI Link
https://doi.org/10.1080/00140139.2015.1044573
Copyright Status
Unknown
Socpus ID
84940062723 (Scopus)
Source API URL
https://api.elsevier.com/content/abstract/scopus_id/84940062723
STARS Citation
Frischmann, Timothy B.; Mouloua, Mustapha; and Procci, Katelyn, "3-D Gaming Environment Preferences: Inversion Of The Y-Axis" (2015). Scopus Export 2015-2019. 450.
https://stars.library.ucf.edu/scopus2015/450