| Paper Abstract and Keywords |
| Presentation |
2023-03-15 13:15
A Fundamental Study on Optimum Durations of Hit-Stop to Improve User Experience in Video Games Shoyu Fukuda, Hiroto Inoue, Nobuji Tetsutani (Tokyo Denki Univ.) IMQ2022-34 IE2022-111 MVE2022-64 |
| Abstract |
(in Japanese) |
(See Japanese page) |
| (in English) |
In three-dimensional computer graphics (3DCG) action video games, when your avatar hits an attack on an enemy, it is common to add an effect that pause the motions of the CG characters, or temporarily slow down the motions. These temporal effects are called Hit-Stop/-Lag, and are thought to have affective effects of improving the sense of impact and the sense of agency. However, the optimal duration for these affective effects is unclear quantitatively. From these backgrounds, we conducted a subjective evaluation experiment to clarify the optimal duration of the hit effects in 3DCG action games. As a result, in the case of an attack scene in which enemy characters were blown off a screen, it was shown that the optimum duration for Hit-Stop effects was approx. 0.1 to 0.2 seconds, and the optimum duration for slow-motion effects was slightly longer, approx. 0.2 to 0.4 seconds. |
| Keyword |
(in Japanese) |
(See Japanese page) |
| (in English) |
Video Game / Hit-Stop / Hit-Lag / User Experience / Kansei/Affective Engineering / / / |
| Reference Info. |
IEICE Tech. Rep., vol. 122, no. 439, IE2022-111, pp. 89-92, March 2023. |
| Paper # |
IE2022-111 |
| Date of Issue |
2023-03-08 (IMQ, IE, MVE) |
| ISSN |
Online edition: ISSN 2432-6380 |
Copyright and reproduction |
All rights are reserved and no part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher. Notwithstanding, instructors are permitted to photocopy isolated articles for noncommercial classroom use without fee. (License No.: 10GA0019/12GB0052/13GB0056/17GB0034/18GB0034) |
| Download PDF |
IMQ2022-34 IE2022-111 MVE2022-64 |
| Conference Information |
| Committee |
IMQ IE MVE CQ |
| Conference Date |
2023-03-15 - 2023-03-17 |
| Place (in Japanese) |
(See Japanese page) |
| Place (in English) |
Okinawaken Seinenkaikan (Naha-shi) |
| Topics (in Japanese) |
(See Japanese page) |
| Topics (in English) |
Media of five senses, Multimedia, Media experience, Picture codinge, Image media quality, Network,quality and reliability, etc(AC) |
| Paper Information |
| Registration To |
IE |
| Conference Code |
2023-03-IMQ-IE-MVE-CQ |
| Language |
Japanese |
| Title (in Japanese) |
(See Japanese page) |
| Sub Title (in Japanese) |
(See Japanese page) |
| Title (in English) |
A Fundamental Study on Optimum Durations of Hit-Stop to Improve User Experience in Video Games |
| Sub Title (in English) |
|
| Keyword(1) |
Video Game |
| Keyword(2) |
Hit-Stop |
| Keyword(3) |
Hit-Lag |
| Keyword(4) |
User Experience |
| Keyword(5) |
Kansei/Affective Engineering |
| Keyword(6) |
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| Keyword(7) |
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| Keyword(8) |
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| 1st Author's Name |
Shoyu Fukuda |
| 1st Author's Affiliation |
Tokyo Denki University (Tokyo Denki Univ.) |
| 2nd Author's Name |
Hiroto Inoue |
| 2nd Author's Affiliation |
Tokyo Denki University (Tokyo Denki Univ.) |
| 3rd Author's Name |
Nobuji Tetsutani |
| 3rd Author's Affiliation |
Tokyo Denki University (Tokyo Denki Univ.) |
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| Speaker |
Author-1 |
| Date Time |
2023-03-15 13:15:00 |
| Presentation Time |
25 minutes |
| Registration for |
IE |
| Paper # |
IMQ2022-34, IE2022-111, MVE2022-64 |
| Volume (vol) |
vol.122 |
| Number (no) |
no.437(IMQ), no.439(IE), no.440(MVE) |
| Page |
pp.89-92 |
| #Pages |
4 |
| Date of Issue |
2023-03-08 (IMQ, IE, MVE) |