The Effect of Field of View in 3D Simulation Games on Players’ Gaming Experiences and Task Performances
Lee, Jim Jiunde
|關鍵字:||幾何視野;鏡頭;認知負荷;焦慮狀態;Geometric field of view;Camera lens;Cognitive load;Anxiety|
本研究採用《OMSI 巴士模擬》2012 PC版本作為遊戲主觀視野的實驗環境設計，並透過幾何視野範圍計算法則進行攝影機視野的參數設定。本研究採用2 X 2 因子實驗設計(between-participant factorial design)，獨立變項為「幾何視野差異」與「鏡頭操控」，依變項則為「認知負荷程度」、「焦慮狀態」以及「任務表現績效」，共計80位受測者進行遊戲任務實驗。
In the first-person of view, virtual camera was adopted to present a more realistic scene with subjective viewpoints by the rendering mechanism of “geometric field of vision (GFOV)” to simulate visual perception that conforms to players’ eyeshot. Therefore, the study attempted to explore how the range differences of GFOV and camera controls in 3D simulation games affected players’ cognitive load, anxiety and task performances. In this study, OMSI—The Bus Simulator of 2012 PC version was customized and was applied as the primary experimental environment in which the parameters of game camera viewpoint were set by the calculation results of GFOV. The study employed a between-participant factorial design. Two independent variables - different GFOV and Camera Control were managed to observe their effects on dependent variables: Degree of Cognitive Load, Anxiety, and Task Performances. A total of 80 subjects completed the experiment. The results of this study showed that with the wide GFOV, although subjects experienced significant “mental demand,” “physical demand” and “temporal demand” they had better task performances and lower anxiety degree. On the other hand, in the narrow GFOV, players reported higher “cognitive effort” and higher “frustration degree,” while their task performances and anxiety degree were considered worse than their opponents, which was insignificant to lower the anxiety of players. As for the effect of camera control, players had worse performances since a fixed lens restricted players’ dexterous controls. However, no significant difference was found in the subjective cognitive resources and the anxiety degree of players. Finally, the further analysis displayed that an interaction effect was found between GFOV and camera control in affecting subjects’ task performances.