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Fingerstroke time estimates for touchscreen-based mobile gaming interaction

Authors
Lee, AhreumSong, KiburmRyu, Hokyoung BlakeKim, JieunKwon, Gyuhyun
Issue Date
Dec-2015
Publisher
ELSEVIER
Keywords
Mobile game; Fingerstroke-level model (FLM); Regression model; Finger movement
Citation
HUMAN MOVEMENT SCIENCE, v.44, pp.211 - 224
Indexed
SCIE
SSCI
SCOPUS
Journal Title
HUMAN MOVEMENT SCIENCE
Volume
44
Start Page
211
End Page
224
URI
https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/155709
DOI
10.1016/j.humov.2015.09.003
ISSN
0167-9457
Abstract
The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smart-phone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models.
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서울 기술경영전문대학원 > 서울 기술경영학과 > 1. Journal Articles

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Kim, Ji Eun
GRADUATE SCHOOL OF TECHNOLOGY & INNOVATION MANAGEMENT (DEPARTMENT OF TECHNOLOGY MANAGEMENT)
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