3-D gaming environment preferences: Inversion of the Y-axis.
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.
Differing preferences for controlling a user’s visual perspective in a three-dimensional virtual environment were shown to exist in the population, with indications of increased workload when randomly assigned to use a non-preferred control scheme. These control preferences showed evidence of association with the user’s tendency for immersion in virtual environments.
a Department of Psychology , University of Central Florida , Orlando , USA.
Timothy B
TB
Frischmann
a Department of Psychology , University of Central Florida , Orlando , USA.
Mustapha
M
Mouloua
a Department of Psychology , University of Central Florida , Orlando , USA.
Katelyn
K
Procci
D000293:Adolescent; D000328:Adult; D003258:Consumer Behavior; D005260:Female; D006801:Humans; D008297:Male; D000072458:Orientation, Spatial; D014584:User-Computer Interface; D018910:Video Games; D016526:Workload; D055815:Young Adult
gaming; immersion; spatial orientation; virtual environments; workload