KR20170091900A - Method of measuring user response time and computer program thereof - Google Patents
Method of measuring user response time and computer program thereof Download PDFInfo
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- KR20170091900A KR20170091900A KR1020160012758A KR20160012758A KR20170091900A KR 20170091900 A KR20170091900 A KR 20170091900A KR 1020160012758 A KR1020160012758 A KR 1020160012758A KR 20160012758 A KR20160012758 A KR 20160012758A KR 20170091900 A KR20170091900 A KR 20170091900A
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/55—Controlling game characters or game objects based on the game progress
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
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Abstract
A method for measuring operational reactivity is disclosed. The method for measuring operational reactivity according to the present invention includes the steps of obtaining or determining coordinates of a target point on a coordinate system and displaying a target point on a screen; Displaying an object on a screen when the input key value is a move key, displaying a key to be input next time among the combination keys to be input in the task when the object reaches the target point; Waiting until the same key value as the key displayed on the screen is input; And storing the inputted key value and time information in which each key is input as a log file.
Description
The present invention relates to a method for comparing and analyzing the reaction speed of an operating system when developing game software. And more particularly, to a method for collecting and determining an average input response that excludes a user's skill level for a plurality of pre-selected combination key inputs.
Generally, gamers play games by inputting commands using input devices such as a keyboard, a joystick, and a mouse.
Unlike a casual arcade game in which a command is inputted by only one or two buttons, there are various kinds of games that provide a manipulation method by a combination input by sequentially inputting two or more input values and thereby inviting various skills .
In general, a combination input is determined to be successful if two or more input values have to be entered correctly within a certain time when a skill activating condition is established.
By pressing an input key of a specific combination in a specific situation in the game, various combinations can be input, thereby enabling the user to enjoy various games by playing various skills.
However, if the determination of the success of the combination input is very strict, the gamers feel difficulty in manipulating the game and feel that the difficulty is high.
On the contrary, when the success or failure of the combination input is too loose, the skill is easily activated so that the game may lose interest in the game or the skill may be unintentionally activated during the operation.
Therefore, the algorithm for determining success or failure of the combination input has a great influence on the completeness of the game.
For this reason, game developers collect and respond to gamers' responses and opinions through alpha testing or beta testing of the game prior to distribution of the game.
In this process, gamers collect and analyze operational responses during game play.
FIG. 1 is a view for explaining a method for measuring operational reactivity according to the prior art.
It is common to record a game-play image to a large number of subjects and then extract the key-stroke data by dividing the operation of the recorded image into frames.
However, this method has a problem in that it takes a long analysis time because of a large amount of computation and generates a high cost.
In addition, there is a problem in that the accuracy of the game is deteriorated because the subject is skilled in the game content and the playing method, and a value far from the average operation response of an unspecified number of general gamers is obtained.
The present invention has been developed in order to solve the problems of the related art as described above, and it is an object of the present invention to separate contents and an operation system for data collection for an objective operation reaction, extract a key combination having a high frequency of use, The object of the present invention is to provide a method for measuring an operation reaction time.
In particular, the objective is to provide a systematic and objective collective reaction response collection method by performing tests and collecting logs for each combination of subjects for each group of subjects to perform the same skill.
According to an aspect of the present invention, there is provided a method of operating on a computer system, comprising: acquiring or determining coordinates of a target point on a coordinate system and displaying a target point on a screen;
Displaying an object on a screen when the input key value is a move key, displaying a key to be input next time among the combination keys to be input in the task when the object reaches the target point;
Waiting until the same key value as the key displayed on the screen is input;
And storing the input key value and the time information in which each key is input as a log file.
At this time, a plurality of tasks are provided in advance in the test tool in a random order, and each task is completed as the preset combination key is input under predetermined conditions.
On the other hand, a combination is a sequential input of a combination of two or more keys,
In the step of displaying a key to be input next time among the combination keys, a move key input before reaching a target point is recognized as a part of a combination key of the task, and a key to be input next time of the combination is displayed on the screen.
In this case, if the unexecuted task is left after the step of waiting until the same key value as the key displayed on the screen is inputted, the process branches to the step of visually displaying the target point on the screen to perform the next task, If so, save the log file and exit.
At this time, in the step of visually displaying the target point on the screen, it is possible to dynamically determine the coordinates of the target point according to the combination key value to be input in the drawn task, while drawing out any one of the unexecuted tasks .
On the other hand, in the step of displaying the key to be inputted next time on the screen, when the coordinates of the target point and the object coordinates are within a certain distance, it can be determined that the object has reached the target point. The distances to determine that the object reaches the target point may be set differently according to the combination of the input values of the combination to be input in the task.
The log file can store the first log file storing the execution time of each task or the execution time of each task, and the second log file recording the input key value and the time information in which each key is input, in chronological order have.
At this time, the second log file may be separately generated and stored for each task.
The second log file can further record the information at the time point at which the object reaches the target point in the time order between the inputted key value and the time information in which the key value is inputted and further record in the log file.
After storing the log file in the log file, if the log file is sufficiently collected, the average execution time can be calculated for each task by analyzing the log file.
According to another aspect of the present invention, there is provided a computer program for executing an operational reactivity measurement method, the computer program comprising a plurality of tasks, each task including one or more predetermined combination keys under predetermined conditions It is executed according to the input box, but ends as the execution of all the tasks is completed.
At this time, as the task to be executed is selected, the coordinates of the target point on the coordinate system are acquired or determined, the target point is displayed on the screen,
When the input key value is a move key, the object is displayed on the screen. When the object reaches the target point, a key to be input next time among the combination keys to be input in the corresponding task is displayed on the screen, And determines whether or not the combination input is successful,
If the combination input is successful, the execution of the task is terminated, the task to be performed next is initialized, and the execution of the selected task is started. When the execution of all the tasks is completed,
It has a set of commands that stores the input key value and the time information of each key input in the task log file.
At this time, when the coordinates of the target point and the object coordinates are within a predetermined distance, the computer program displays a key to be input next time among the combination keys that are determined to have reached the target point .
At this time, the computer program stores a first log file for storing the execution time of each task or the execution time of each task, and a second log file for recording the input key value and the time information in which each key is input, And stores the instruction set. The log file can store information in a time sequence between the inputted key value and the time information in which the key value is input, at the time when the object reaches the target point.
According to the present invention, a test tool is prepared by selecting a combination of keys having a high frequency of use in game development, a subject is allowed to perform a task, and then the reaction time is extracted using the stored log, Can be analyzed.
Particularly, it is possible to separate the game contents and the control system, but eliminate the deviation of the manipulation reactivity of each subject due to the skill of the game pattern and the manipulation method, and to analyze objectively and systematically the manipulation reaction.
In addition, when there is a combination of two or more input values to play the same skill, for example, when input is supported by using a mouse, a keyboard, a joystick, or the like, And analyzing the log by collecting and analyzing the log data separately for each subject group, it is possible to easily obtain the analysis value such as the difference in the manipulation response and the average of the subject group.
In particular, when compared with the conventional operational reactivity analysis method, the amount of computation is greatly reduced, and data analysis time and cost can be greatly reduced.
1 is a view for explaining a method of measuring operational reactivity according to the prior art,
2 is a diagram illustrating the structure of a computer system in which the method for measuring operational reactivity according to the present invention is executed,
3 is a flowchart showing a method of measuring the operational reactivity according to the present invention in a time-
4 is a table defining two or more combination keys corresponding to respective tasks,
5 is a view showing a screen showing an execution screen of the test tool,
6 is a diagram illustrating a first log file,
7 is a diagram illustrating a second log file,
FIG. 8 is a graph illustrating the results of analysis of operational reactivity for each group.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, the present invention will be described in detail with reference to preferred embodiments of the present invention and the accompanying drawings, wherein like reference numerals refer to like elements.
It is to be understood that when an element is referred to as being "comprising" another element in the description of the invention or in the claims, it is not to be construed as being limited to only that element, And the like.
Also, in the description of the invention or the claims, the components named as "means", "parts", "modules", "blocks" refer to units that process at least one function or operation, Each of which may be implemented by software or hardware, or a combination thereof.
Hereinafter, "game" means software that one or more gamers can enjoy using an input device mounted on or connected to a computer system. In general, the player character is manipulated directly, or the motion of an object in the game is manipulated, and the genre is divided into role playing, adventure, and arcade.
Hereinafter, "combination" means a combination of two or more input values for invoking a specific movement of a character in a game, that is, a skill. At this time, two or more input values must be sequentially input in a predetermined order, and the success or failure of the combination input is determined according to the input time interval and other conditions of two or more input values.
Hereinafter, the "task" is a unit of a computer program executed by inputting one or more predetermined combination keys under a predetermined condition, and is performed in a random order by a plurality of test tools.
Hereinafter, the term "object" refers to an object that can be moved and manipulated directly on the screen by a subject entering a move key. And can be implemented in the form of a graphic image that is visually displayed on the screen, or in the form of a player character in the game.
Hereinafter, the "target point" means a coordinate on the screen on which the subject must move the object when the task is performed. As with the object, it is displayed visually on the screen. When the object reaches the target point, the next input key of the combination except for the move key is input.
2 is a diagram illustrating the structure of a computer system in which the method for measuring operational reactivity according to the present invention is executed.
Here, the term "computer system" means hardware that executes software, performs operations according to user input through an input device, and outputs results through an output device. For example, a personal computer, a laptop computer, a game console, a smart phone, a tablet PC, a smart band, or a smart watch. It may be in the form of a wearable device.
The computer system illustrated in FIG. 2 has a
On the other hand, the
On the other hand, the
The present invention may be implemented in the form of a method executing in a computer system as illustrated in FIG. Or in the form of a computer program running on the computer system illustrated in FIG.
3 is a flow chart showing a method of measuring the operational reactivity according to the present invention in a time-series manner.
The computer system executes the test tool by the user's operation.
A test tool can be prepared in more than one type, and each test tool has a number of tasks.
Fig. 4 is a chart defining two or more combination keys corresponding to each task.
In Fig. 4, three types are indicated as
It is possible to input in a different manner by using
Incidentally, the manipulative responsiveness of the subject varies depending on which of the
Accordingly, each type is composed of different combinations of combinations for the same skill in the game.
For example, as illustrated in FIG. 4, the task corresponding to "right +
On the other hand, when one of the test tools is executed, the computer system selects a task to be executed first (S10).
The selection of the task is preferably done randomly so that the subject is mastered in a repetitive pattern and no distortion occurs in the collected response. If one task is executed, it executes the last task in a way that randomly selects any one of the remaining tasks, and then ends.
5 is a diagram showing an example of a screen showing an execution screen of a test tool.
As the task is selected, the computer system acquires or dynamically determines the coordinates of the target point on the coordinate system and displays the target point on the screen as illustrated in FIG. 5 (S20).
Each task is completed only when a combination key is input under a predetermined condition. More specifically, the subject moves an object displayed on the screen to move to a target point, and then inputs a combination of a specific key and a specific key predetermined in association with the task, thereby completing the combination input. Is completed.
The target point may preferably be determined at random, but the coordinates may be determined in advance for each task.
However, when the position is determined at random, it is preferable to determine the position according to the combination of the combination keys to be input in each task.
For example, in order to execute a task corresponding to "right +
Thereafter, when the subject inputs a key using the
At this time, as the
It may not be determined that the
At this time, the distance at which the
In the example of FIG. 4, when the test tool corresponding to the
That is, the "D key ", which is the move key inputted before reaching the target point, is also recognized as a part of the combination key of the task, and the key to be inputted next time of the combination is determined and displayed on the screen.
Then, the computer system waits until the same key value as the key displayed on the screen is input. That is, it is determined whether or not the key inputted by the subject is the same as the key displayed on the screen (S50).
When the same key as the key displayed on the screen is inputted by the subject, the combination input is completed and the task is processed as being performed.
For example, when the subject presses the "Q key" in a state where the
However, since it is determined that the combination input is successful only when the Q key is input under the condition that the skill can be activated, that is, the object (2) has reached the target point (1) It is determined that the combination input has failed if the Q key is input after releasing the
In addition, since the combination input must be performed in a predetermined order, in the above example, it is determined that the combination input is successful only when the Q key is input immediately after the D key is input.
In the meantime, the computer system includes all the inputs of each key if there is an input of a subject using the
The log file stores the input key value and the time information of each key input.
On the other hand, if an unexecuted task remains, the computer system branches to step S10 and performs the next task. The task to be executed next time can be selected at random. If the execution of all the tasks is completed, the computer system terminates the test tool (S70).
Preferably, the log file includes a first log file for storing the time at which each task is completed or the time spent for performing each task, and a second log file for storing the input key value and the time information, Log files can be stored separately.
The second log file may be separately generated and stored for each task.
6 is a diagram illustrating a
The
In this case, there are 14 tasks, and among them, the task indicated by
The
7, it can be seen that the subject has input the "D key" and the "Q key" several times.
At 6:41:57 578, we first enter the "D key" and then enter the "D key" several times. In practice, even if the testee presses the "D key " once and then continues to hold the key, the log is recorded as input several times by the input by the polling method from the keyboard which is the
On the other hand, in the
This indicates the time when the
That is, in the
On the other hand, as the subject inputs the "Q key" at 6:41:58 P. 743 PM, the task is processed as completed.
It is judged that the combination input is successful at 6:41:58 P. 7443 when the "Q key" is inputted.
The total time required for this task is 1.165 seconds from 6:41:57:58 PM at the beginning of the task to 6:41:58 PM .743 at the end of the task.
On the other hand, when the key to be inputted next time of the combination key is displayed on the screen - that is, when the game becomes "attackable" in the example of FIG. 7 - 6:41:58 PM at 6:41:58:56 pm. The time required up to 743 is 0.113 seconds.
The log files shown in FIG. 6 and FIG. 7 are merely illustrative examples for the sake of understanding, and the data structure and the recording method of the log file are not limited thereto. For example, instead of storing them in separate file formats, log files may be generated in the form of records in the database.
Through this process, the computer system can measure the operational reactivity of a large number of subjects. After the log files are sufficiently collected, the computer system calculates the average running time of each task from the collected log files.
Particularly, when two or more combination inputs for using the same skill are possible by using two or
FIG. 8 is a graph illustrating the results of analysis of operational reactivity for each group.
8 (a) shows the average execution time by the test tool of
For example, the leftmost of FIG. 8A shows the average execution time of the task order number "1" illustrated in FIG. 4 in the form of a bar graph. The average execution times of the
That is, it can be seen that the average combination time of the "D key + Q key" of
On the other hand, such an analysis may be performed on two or more subject groups. 8 (a) and 8 (b) show the results of the analysis of the manipulation reactivity for different groups of subjects.
Depending on the manner of operation and genre of the familiar game, which is usually enjoyed, there may be a slight difference in average operational reactivity for each subject group.
A combination of keys that are frequently used at the time of game development - that is, a combination is prepared to prepare a test tool of at least one type, a subject is allowed to perform a task, and then the reaction time is extracted using the stored log, Systematic and objective analysis of
In particular, by separating the game contents and the operating system and measuring the operational reactivity, not only can the analysis process be simplified, but also the amount of computation can be greatly reduced.
The information analyzed and collected in this way can be used in designing game difficulties and hitting algorithm.
Meanwhile, the method for measuring operational reactivity according to an embodiment of the present invention may be implemented in the form of a program command which can be executed through various computer means and recorded in a computer-readable medium.
The computer-readable medium may include program instructions, data files, data structures, and the like, alone or in combination. The program instructions recorded on the medium may be those specially designed and configured for the present invention or may be available to those skilled in the art of computer software. Examples of computer-readable media include magnetic media such as hard disks, floppy disks and magnetic tape; optical media such as CD-ROMs and DVDs; magnetic media such as floppy disks; Magneto-optical media, and hardware devices specifically configured to store and execute program instructions such as ROM, RAM, flash memory, and the like. Examples of program instructions include machine language code such as those produced by a compiler, as well as high-level language code that can be executed by a computer using an interpreter or the like.
While the present invention has been particularly shown and described with reference to exemplary embodiments thereof, it is to be understood that the invention is not limited to the disclosed exemplary embodiments, It belongs to the scope of right.
The present invention can be applied to the field of game technology.
11: Processor
12: RAM
13: Data storage
14: Display
15:
16:
1: Target point
2: Object
101: First log file
102: Second log file
Claims (13)
Acquiring or determining coordinates of a target point on a coordinate system and displaying a target point on the screen;
Displaying an object on a screen when the input key value is a move key, displaying a key to be input next time among the combination keys to be input in the task when the object reaches the target point;
Waiting until the same key value as the key displayed on the screen is input;
And storing the input key value and the time information in which each key is input as a log file.
Wherein the step of performing the next task is branched to a step of visually displaying a target point on a screen if an unexecuted task remains after the step of waiting until the same key value as the key displayed on the screen is input. How to measure.
The coordinate of the target point is dynamically determined according to the combination key value to be input in the drawn task while drawing out any one of the unexecuted tasks in the step of visually displaying the target point on the screen. A method for measuring operational reactivity.
Wherein the plurality of tasks are performed in a random order in advance, and each task is completed when a preset combination key is input under a predetermined condition.
The combination is a sequential input of a combination of two or more keys,
And displaying the key to be input next time on the screen by recognizing the shift key inputted before reaching the target point as a part of the combination key of the task in the step of displaying the key to be inputted next time out of the combination key among the combination keys Method for Measuring Operational Reactivity.
Wherein when the coordinates of the target point and the object coordinates are within a predetermined distance in the step of displaying the key to be inputted next time on the screen, it is determined that the object has reached the target point.
In the step of storing in the log file, the information at the time when the object reaches the target point is sorted in chronological order between the input key value and the input time information, Of the reaction mixture.
In the saving of the log file, the first log file and the input key value storing the execution time of each task or the execution time of each task, and the second log And the second log file is created and stored for each task.
And calculating a task execution average time for each task from the generated plurality of log files after storing the log file in the log file.
As the task to be executed is selected, the coordinates of the target point on the coordinate system are acquired or determined, the target point is displayed on the screen,
When the input key value is a move key, the object is displayed on the screen. When the object reaches the target point, a key to be input next time among the combination keys to be input in the corresponding task is displayed on the screen, And determines whether or not the combination input is successful,
If the combination input is successful, the execution of the task is terminated, the task to be performed next is initialized, and the execution of the selected task is started. When the execution of all the tasks is completed,
A computer program embodied on a medium, wherein the computer program includes a set of instructions for storing a key value input at the time of performing a task and time information in which each key is input in a log file.
When the coordinates of the target point and the object coordinates are within a predetermined distance, the computer program determines a set of commands for determining that the object has reached the target point and displaying the key to be input next time among the combination keys to be input in the task A computer program embodied on the medium.
Wherein the computer program has a set of instructions for storing information in a log file between the input key value and the time information in which each key value is input, , A computer program stored on a medium.
The computer program stores a first log file storing the execution time of each task or the execution time of each task and a second log file for recording the input key value and the time information in which each key is inputted in a chronological order, The computer program comprising: a computer readable medium having computer readable instructions stored thereon;
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