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International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 113
A Study Of Playing Video Game On Computer With
Keyboard Control
Muhammad Suhaib
Student of Doctoral of Philosophy(Ph.D) in Computer Science
Sr. Full Stack Developer, T-Mark Inc, Tokyo, Master of Engineering, Ritsumeikan University, Japan
----------------------------------------------------------------------------------***------------------------------------------------------------------------------
Abstract -Playing video games is debated from last 40 years, Video games is great educational potential, and same popular in
every age of group, this study is trying to evaluation of play Video Game on computer with keyboard control, TetrisPuzzlegame
is selected for experiment and one user who don’t have any experience in past wasrequestedtoplaythisgame with keyboard
control at-least 50 time. Power Law of Practice is use to predict learning curve of the new Tetris game.
Key Words: Power Law of Practice, Learning Curve, Video Game, Tetris Game, Keyboard Control.
1.INTRODUCTION
Playing Video Game is very popular in both generations elder and children., video games are for fun and stimulating, Tetris
is a tile Matching puzzle video game, Playing Tetris Game on computer is very popular. Tetris is Available almost all
electronics format. It’s mainly play with left, right with the arrow keys or buttons and need to move tetrominoes to get
them together. In this game seven type of tetrominoes and need to use the action to rotate the block to fit holes. May Users
prefer to use keyboard control for playing game.
2. OBJECTIVE
There is multiple way to measure how people learn an interface or task by doing a Learning Experiments. In this study we
invite one player/user and asked to play a video game, we tries to estimate how long a player can spend in one session
given his number of trials. We play Tetris Game Puzzle Game for experiment our study.
3. RELATED WORK
In the 1980s, Allen Newell, a famous Carnegie Mellon cognitive scientist, analyzedreactiontimesfora varietyoftasksreported
in learning experiments and he noted that the learning curves obtained in all these studies had a very similar shape: that of a
so-called power law[1] Accot, J. and Zhai, S Beyond Fitts' law: models for trajectory-based HCI tasks [2], Balakrishnan, R. and
Hinckley, K. The role of kinesthetic reference frames in two-handed input performance[3],Barnert, W.C.AComparisonofOne-
Handed and Two-Handed Direct and Indirect Computer Interaction[4], Muhammad Suhaib, Sr. Full Stack Developer, Study of
the learning curve of the Japanese keyboard on smartphone, A Study of Playing Tetris Game on Computer with Keyboard
Contro[5][6].
4. METHODOLOGY
New User with no experience to play Tetris Puzzle game with keyboard control were asked to play this game 50 times table
show the number of seconds the player last during each trial. Each time the player play the game we records record the
finishing time of each trial. We use power law of practice logarithm of the reaction time for analysis of trials.
Chart -1: Data and Analysis
No of Trial
Finished
Time No of Trial
Finished
Time No of Trial
Finished
Time
No of
Trial
Finished
Time
1 75 16 351 31 434 46 426
2 77 17 364 32 495 47 516
3 194 18 347 33 545 48 542
4 250 19 402 34 430 49 605
5 200 20 610 35 456 50 576
6 330 21 552 36 486
7 185 22 360 37 545
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 114
8 240 23 367 38 486
9 258 24 560 39 575
10 182 25 611 40 610
11 280 26 657 41 475
12 376 27 538 42 661
13 560 28 537 43 585
14 495 29 420 44 486
15 366 30 552 45 542
Fig -1: Learning Curve
The figure use the inverse of the time spend by the player during one session its depicts the learning curve of the Tetris game
by the user.
3. MODEL
The Model use the Power Law of Practice and it fit the inverse of the time player spend during each playing session
Tn = T1 n-a = (1/75). n(-0.6)
r2 = st – sr / st
1109906.17999-0.00022
_________________________
1109906.17999
R2=0.99
3. CONCLUSION
Playing video game on computer with keyboard control is highly in practice, this study seems to be verygoodatpredictingthe
performance of a user at the Tetris game. This Study has some limitation worth: we only use one userforthe experimentandit
may be pretentious generalize this model to all player.
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056
Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072
© 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 115
REFERENCES
AUTHOR
Muhammad Suhaib
Doctoral Student
Sr. Full Stack Developer
T-Mark Inc, Tokyo, Japan
Master of Engineering,
Ritsumeikan University, Japan
[1] Allen Newell, Paul Rosenbloom (1980). Mechanisms of skill acquisition and the law of practice. Technical Report. School of
Computer Science, Carnegie Mellon University.
[2] Accot, J. and Zhai, S. (1997). Beyond Fitts' law: models for trajectory-based HCI tasks. ACM CHI Conference on Human
Factors in Computing Systems. p. 295-302
[3] Balakrishnan, R. and Hinckley, K. (1999). The role of kinesthetic referenceframes in two-handedinput performance.ACM
UIST Symposium on User interface Software and Technology. p. 171-178
[4] Barnert, W.C. (2005). A Comparison of One-Handed and Two-Handed Direct and Indirect Computer Interaction.
Department of Computer Science, Tufts University, Medford, Mass. Technical Report 2005-11.
[5] Muhammad Suhaib. 2018. Tilt or Touch? An Evaluation of Steering Control of Racing Game on Tablet or Smartphone,
International Journal of Innovative Research in Computer and Communication Engineering, Vol. 6, Issue 9, September 2018
ISSN (Print) : 2320 – 9798 ISSN (Online) : 2320 - 9801. p. 7843-7847
[6] Muhammad Suhaib. (2018) A Study of Learning Curve of the Japanese Keyboard on Smartphone, International
Journal of Scientific Research & Engineering Trends, Volume 4, Issue 5, Sep-Oct-2018, ISSN (Online): 2395-566X.
p.900-901.
[7] Suhaib, M., & Ohnishi, A. (2018). Potential Conflicts Identification among Sub Goals in Goal Oriented Requirement Analysis
Using Matrix. International Journal of Progressive Sciences and Technologies, 10(2), 280-283.

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A Study Of Playing Video Game On Computer With Keyboard Control

  • 1. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 113 A Study Of Playing Video Game On Computer With Keyboard Control Muhammad Suhaib Student of Doctoral of Philosophy(Ph.D) in Computer Science Sr. Full Stack Developer, T-Mark Inc, Tokyo, Master of Engineering, Ritsumeikan University, Japan ----------------------------------------------------------------------------------***------------------------------------------------------------------------------ Abstract -Playing video games is debated from last 40 years, Video games is great educational potential, and same popular in every age of group, this study is trying to evaluation of play Video Game on computer with keyboard control, TetrisPuzzlegame is selected for experiment and one user who don’t have any experience in past wasrequestedtoplaythisgame with keyboard control at-least 50 time. Power Law of Practice is use to predict learning curve of the new Tetris game. Key Words: Power Law of Practice, Learning Curve, Video Game, Tetris Game, Keyboard Control. 1.INTRODUCTION Playing Video Game is very popular in both generations elder and children., video games are for fun and stimulating, Tetris is a tile Matching puzzle video game, Playing Tetris Game on computer is very popular. Tetris is Available almost all electronics format. It’s mainly play with left, right with the arrow keys or buttons and need to move tetrominoes to get them together. In this game seven type of tetrominoes and need to use the action to rotate the block to fit holes. May Users prefer to use keyboard control for playing game. 2. OBJECTIVE There is multiple way to measure how people learn an interface or task by doing a Learning Experiments. In this study we invite one player/user and asked to play a video game, we tries to estimate how long a player can spend in one session given his number of trials. We play Tetris Game Puzzle Game for experiment our study. 3. RELATED WORK In the 1980s, Allen Newell, a famous Carnegie Mellon cognitive scientist, analyzedreactiontimesfora varietyoftasksreported in learning experiments and he noted that the learning curves obtained in all these studies had a very similar shape: that of a so-called power law[1] Accot, J. and Zhai, S Beyond Fitts' law: models for trajectory-based HCI tasks [2], Balakrishnan, R. and Hinckley, K. The role of kinesthetic reference frames in two-handed input performance[3],Barnert, W.C.AComparisonofOne- Handed and Two-Handed Direct and Indirect Computer Interaction[4], Muhammad Suhaib, Sr. Full Stack Developer, Study of the learning curve of the Japanese keyboard on smartphone, A Study of Playing Tetris Game on Computer with Keyboard Contro[5][6]. 4. METHODOLOGY New User with no experience to play Tetris Puzzle game with keyboard control were asked to play this game 50 times table show the number of seconds the player last during each trial. Each time the player play the game we records record the finishing time of each trial. We use power law of practice logarithm of the reaction time for analysis of trials. Chart -1: Data and Analysis No of Trial Finished Time No of Trial Finished Time No of Trial Finished Time No of Trial Finished Time 1 75 16 351 31 434 46 426 2 77 17 364 32 495 47 516 3 194 18 347 33 545 48 542 4 250 19 402 34 430 49 605 5 200 20 610 35 456 50 576 6 330 21 552 36 486 7 185 22 360 37 545
  • 2. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 114 8 240 23 367 38 486 9 258 24 560 39 575 10 182 25 611 40 610 11 280 26 657 41 475 12 376 27 538 42 661 13 560 28 537 43 585 14 495 29 420 44 486 15 366 30 552 45 542 Fig -1: Learning Curve The figure use the inverse of the time spend by the player during one session its depicts the learning curve of the Tetris game by the user. 3. MODEL The Model use the Power Law of Practice and it fit the inverse of the time player spend during each playing session Tn = T1 n-a = (1/75). n(-0.6) r2 = st – sr / st 1109906.17999-0.00022 _________________________ 1109906.17999 R2=0.99 3. CONCLUSION Playing video game on computer with keyboard control is highly in practice, this study seems to be verygoodatpredictingthe performance of a user at the Tetris game. This Study has some limitation worth: we only use one userforthe experimentandit may be pretentious generalize this model to all player.
  • 3. International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 05 Issue: 10 | Oct 2018 www.irjet.net p-ISSN: 2395-0072 © 2018, IRJET | Impact Factor value: 7.211 | ISO 9001:2008 Certified Journal | Page 115 REFERENCES AUTHOR Muhammad Suhaib Doctoral Student Sr. Full Stack Developer T-Mark Inc, Tokyo, Japan Master of Engineering, Ritsumeikan University, Japan [1] Allen Newell, Paul Rosenbloom (1980). Mechanisms of skill acquisition and the law of practice. Technical Report. School of Computer Science, Carnegie Mellon University. [2] Accot, J. and Zhai, S. (1997). Beyond Fitts' law: models for trajectory-based HCI tasks. ACM CHI Conference on Human Factors in Computing Systems. p. 295-302 [3] Balakrishnan, R. and Hinckley, K. (1999). The role of kinesthetic referenceframes in two-handedinput performance.ACM UIST Symposium on User interface Software and Technology. p. 171-178 [4] Barnert, W.C. (2005). A Comparison of One-Handed and Two-Handed Direct and Indirect Computer Interaction. Department of Computer Science, Tufts University, Medford, Mass. Technical Report 2005-11. [5] Muhammad Suhaib. 2018. Tilt or Touch? An Evaluation of Steering Control of Racing Game on Tablet or Smartphone, International Journal of Innovative Research in Computer and Communication Engineering, Vol. 6, Issue 9, September 2018 ISSN (Print) : 2320 – 9798 ISSN (Online) : 2320 - 9801. p. 7843-7847 [6] Muhammad Suhaib. (2018) A Study of Learning Curve of the Japanese Keyboard on Smartphone, International Journal of Scientific Research & Engineering Trends, Volume 4, Issue 5, Sep-Oct-2018, ISSN (Online): 2395-566X. p.900-901. [7] Suhaib, M., & Ohnishi, A. (2018). Potential Conflicts Identification among Sub Goals in Goal Oriented Requirement Analysis Using Matrix. International Journal of Progressive Sciences and Technologies, 10(2), 280-283.