ProductsLogo
LogoStudy Documents
LogoAI Grader
LogoAI Answer
LogoAI Code Checker
LogoPlagiarism Checker
LogoAI Paraphraser
LogoAI Quiz
LogoAI Detector
PricingBlogAbout Us
logo

Human Ergonomic Factors in Gaming System

Verified

Added on  2023/03/17

|21
|2809
|74
AI Summary
This paper discusses the human factors to consider in designing a gaming system. It covers topics such as perceptual principles, attention principles, gestalt principles, memory principles, mental model principles, controls, anthropometry, and workspace design.

Contribute Materials

Your contribution can guide someone’s learning journey. Share your documents today.
Document Page
Human Ergonomic factors in Gaming system
Student name
Course title
Lecturer
Institution

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
Abstract
The role of this paper is to discuss human factors to consider in designing a gaming system. A
good gaming system should meet adequate requirements of comfortability. A gaming console is
a device to display a video signal or visual image for a video game that can be played by one or
even more people.In comparison to arcade machines or home computers, the term ' video game
console' is used mainly for distinguishing between consoles designed primarily for consumers
who play computer games. An arcade device has a video game, a show, a DualShock controller
(stick, buttons, etc.) and large powertrain amplifiers. A computer is a home computer for a
variety of purposes, for example accounting, Internet access and video gambling.
Document Page
Contents
Abstract.......................................................................................................................................................2
Introduction.................................................................................................................................................4
Displays.......................................................................................................................................................5
1. Perceptual Principles.......................................................................................................................6
2. Principles based on attention...........................................................................................................7
3. Gestalts principles............................................................................................................................8
4. Memory principles...........................................................................................................................9
5. Mental model principles................................................................................................................10
Controls.....................................................................................................................................................10
1. Recognition...................................................................................................................................11
2. Response selection.........................................................................................................................11
3. Continuous control and tracking....................................................................................................12
4. Direct and indirect control devices................................................................................................13
5. Non-standard controls....................................................................................................................13
Anthropometry and workspace design.......................................................................................................13
1. Anthropometric table.....................................................................................................................13
2. Link analysis..................................................................................................................................16
3. Spatial organisation of workspace.................................................................................................17
4. Component layout..........................................................................................................................18
5. Analytical analysis.........................................................................................................................18
References.............................................................................................................................................19
Figure 1 gaming display (Android Tipster, 2019)...........................................................................5
Document Page
Figure 2 setting up the display (Android Tipster, 2019).................................................................6
Figure 3 multi display gaming system (Sanchez-Lite et al., 2013).................................................7
Figure 4 gaming joystick patterns (Afonso, 2019)..........................................................................8
Figure 5 sample gaming control (Afonso, 2019).............................................................................9
Figure 6 simple design of a gaming controller (Afonso, 2019).....................................................10
Figure 7 sample gaming posture....................................................................................................12
Figure 8 recommended seating positions parameters during gaming...........................................13
Figure 9 two consideration for standing and sitting gaming positions (Computingcomfort.org,
2019)..............................................................................................................................................14
Figure 10 sample workspace design for average population designed in (Computingcomfort.org,
2019)..............................................................................................................................................15
Introduction
The implementation of psycho-physiological values for the design and (engineering and)
development of products, procedures and structures is human factors and ergonomics (usually
referred to as human factors). The objective of human factors is to control human error, improve
productivity and improve safety, with a special focus on human-interaction. It does not merely
involve changes or modifications to the workplace, but includes ergonomically theory,
techniques, information and values.
The area combines many subjects including sociology, economics, manufacturing, physiology,
design, biomechanics, anthropometry, interaction design, visual style, user interface, and user-

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
facet design. This is a combined field. Study uses a scientific process to understand human
behaviour in order to apply the resulting data to the four main objectives. Essentially it is the
research of devices, procedures and machinery that adapts to the body and to its cognitive
abilities. In essence, the two words "human" and "ergonomic" are interchangeable.
Computational modelling is used to achieve the safety and health and efficiency objectives of the
labour force. The structure of safe decor and simple-to-use interfaces to devices and machinery is
important.
Suitable ergonomics are needed in order to avoid repeated stress lesions as well as other
disorders of the neuromuscular muscles which can evolve over time and cause long-term
disabilities.
Extenuating factors and ergonomics relate to the "fit" between user, device and environment or
the "fit of a person for work." It takes into consideration users ' abilities and limitations to ensure
that tasks, functions, data and the environment are appropriate for the customer.
Document Page
Displays
Figure 1 gaming display (Android Tipster, 2019)
In comparison to arcade machines or home computers, the word "video spiel console" is mainly
used in order to differentiate a console device mainly intended for end users who play video
games. A video game machine, display, controller of the game (joystick, buttons etc.) and the
speakers in the big chassis comprises of an arcade game. A computer is a home computer for a
variety of applications, including bookkeeping, internet access and computer games. While
arcades and computers are usually costly or highly "technical" devices, video game consoles
were intended to make the general public affordable and accessible (Lee, 2019).
Document Page
1. Perceptual Principles
The wording on the screen is legible, as seen in the home screen, as the letter size is sufficiently
great to make easy to understand, however the contrast between the letter width is not important.
Furthermore, the servers tend to read the screen by uniting the phrases (reading the form not the
word) that is appropriate to seasoned servers but not easy for unfamiliar people, thus affecting
the ability to select the right button. The bigger problem is each option is available backdrop
colours.
The perpetual displays will be based on customer preference. The designed gaming system for
PS4 gaming has visible setting buttons which are used to customize the screen.

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
Figure 2 setting up the display (Android Tipster, 2019)
Users can set their preferences to offset or meet their perpetual preferences
2. Principles based on attention
In gaming, the use of a double-monitor computer workstation is increasing, as our computer
becomes more central and paper material is mainly transferred to digital media. Counselling
regarding the ergonomics of a workspace with a dual monitor can be confusing.
The ergonomic advice centres on keeping a neutral neck stance as with a single-monitor
workstation. This can be difficult if you try to look at another screen or commonly switch around
screens.
The range between the 50/50 and 80/20 use for many individuals with dual monitors. In all those
cases, a scattered display must be placed along an arc between centre right (as used in 50/50) and
Document Page
the powerful eye (as in 80/20) all the way to a side of both the eye. The more you use the main
monitor, the nearer you are to the split.
Figure 3 multi display gaming system (Sanchez-Lite et al., 2013)
3. Gestalts principles
The laws from Gestalt clarify how we somehow view trends. Define patterns rely on the way our
brain manages our senses ' raw data, it uses cognitive sets a lot. Our brains are wired, although
there is no one, to put things that we see. You are always trying to bridge the discrepancies.
Recall to the right the illusion? Still, your brain fills the breakdowns and you see a grey and a
Caucasian triangle on the top 3 white circles (Tinker-entertainment.com, 2019).
Document Page
Figure 4 gaming joystick patterns (Afonso, 2019)
4. Memory principles
Individuals can relate the repletion in gaming events.

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
From the image above, the consistency in playing the game will depend on the human
personality.
5. Mental model principles
In gaming, users use pictorial realism to present the gameplay.
Document Page
The pictorial realisms makes the gamer compare the real game with the football league as in
FIFA game.
Controls
When playing video games on a myriad of console games and systems, game controllers are
often the main interface instruments. Most players are often shaped entirely around a controller,
making it a key factor in a user's play experience. Due to the increase of the gaming industry and
the consequent increase in the diversity of customers, the advancement of the ergonomics of
digital video game controllers is given greater focus. These controllers must fulfil a broader
range of customers and hence suppliers should design their controllers in ways that fulfil much
of their prospective users ' anthropometric demands. The control system is the key to playing
games access and enjoyment. In the past, such devices had to be adapted by resilient gamers ;
more producers and agencies take the lead currently.
Document Page
Figure 5 sample gaming control (Afonso, 2019)
1. Recognition
Because nearly all controls involve operating contact, they should be easily and effectively
reachable. It is not helpful to disable an emergency stop button -you need to recognize the body
size of the user
The controller is an integral part of the game. It can be played in any setting in the controller you
want. The controller must be as comfortable as the rest of the environment in order to make the
experience entirely satisfactory. Developers are constantly using consumer data to develop new
designs to meet the consumers to make the gaming experience the best.
The shape of the controller will primarily determine if the player will be comfortable with the
system.
2. Response selection
A response selection in gaming controller is based on human psychology to navigating the pad.

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
Figure 6 simple design of a gaming controller (Afonso, 2019)
3. Continuous control and tracking
As the system gain rises, the rise time usually decreases, the overhead rate increases and the
pay-off time increases. But these are not always the same relations. For example, a critically
impaired system can decrease in rise-time without any percent overlap or adjustment effects.
Gaming devices that are stable for some gain and unstable for others are called systems that are
conditionally stable. The stability depends on the value of the gain and it is often necessary to
find the limit where the system is unstable.
Document Page
4. Direct and indirect control devices
It must be possible to use a control! The desired force, speed and precision must be used. For
instance, a foot pump with your hand would be hard to operate, and you need much force in
order to push air in a pneumatic motor. You can place your foot underneath it and use the large
muscles to push. You can use your foot here. With the exception of setting a rotary heating
control, however, you need not be accurate. The control knob is intended for finger operation and
requires no strength.
5. Non-standard controls
It should not be recommended to use a single optimized glove or hand-held / brace-assembled
spatial tracking system for the management of activities on a standard flat screen.
Physical proprioceptive and kinesthetics systems will probably poorly adapt to the fact that
inbound visual stimuli don't correspond to the "expectations" of these conscious and unconscious
procedures. Simply put, the brain knows where the true arm and hand are at any given time
under normal conditions. If the visual system gets information about occurrences that are not
real-world-size–like when a man or "avatar" on a normal Pc screen is controlled.
Anthropometry and workspace design
1. Anthropometric table
The anthropometric parameters are defined as percentiles and are classified by size for each
population.
Document Page
Considering the image below
Figure 7 sample gaming posture

Paraphrase This Document

Need a fresh take? Get an instant paraphrase of this document with our AI Paraphraser
Document Page
Figure 8 recommended seating positions parameters during gaming
The watching slant, not higher than 20 degrees under the diagonal, is by far the most important
factor. Everything else is going to swing their heads continuously to see monitor, potentially
hurting their necks while they finish the action several years a day. The other major
consideration is that the keyboard should be sufficiently close to the user that he or she must not
bend, straining the back. If the client didn't reach the screen tap it would be beneficial. The bench
must not interfere with the ability to regulate the monitor, so it must be underneath the longest
user's elbow height, once more to prevent motion.
Document Page
2. Link analysis
Figure 9 two consideration for standing and sitting gaming positions (Computingcomfort.org,
2019)
Document Page
Figure 10 sample workspace design for average population designed in (Computingcomfort.org,
2019)
The report has presented common factors considered in designing a gaming system.
3. Spatial organisation of workspace
Size is important when creating a video game room, as the positioning must be sure. Although
there are no exact guidelines on the house size, you can take a few things into account.
The room size should not be too large or too small. Some room will be unoccupied if it's too
large. But if it's too small, the room is too small to you to feel uneasy.
It requires to be form of art or large as it requires TV space and noise-free installation, consoles
and a sofa that are ready for your convenience. It has to be medium or large.

Secure Best Marks with AI Grader

Need help grading? Try our AI Grader for instant feedback on your assignments.
Document Page
Moreover, leave some room for family or friends that want to come and play video.
4. Component layout
The components are quite logically laid out. The menus that are most commonly chosen from the
main menu are repeated in red at the bottom of the agreement, to be highlighted.
Components of Video Game Design June 20, 2017 the first games were created in the early 50's
when researchers designed games and experiments for their research. The very first video games,
however, had been developed in the early 150's. However, games as we know them today did
not become popular until the 1970's and 1980's when the public was first implemented to indoor
skatepark games and consoles. The common pcs like Atari, Nintendo, Xbox, and Wii have been
played as games like Pong, Pacman, Tetris, Donkey Kong, FIFA World cup, all-star Baseball
and many others.
5. Analytical analysis
As the system gain rises, the rise time usually decreases, the overhead rate increases and the
pay-off time increases. But these are not always the same relations. For example, a critically
impaired system can decrease in rise-time without any percent overlap or adjustment effects.
The formulas above can be used to calculate the gain
Document Page
References
Afonso, P. (2019). PS3 Button Map. [online] Unity Forum. Available at:
https://forum.unity.com/threads/ps3-button-map.89288/ [Accessed 11 May 2019].
Android Tipster. (2019). 7 Best Gaming PCs Under 500 Dollars in 2019
(Updated!)
Android Tipster. [online] Available at:
https://www.androidtipster.com/best-gaming-pc-under-500-dollars-guide/
[Accessed 11 May 2019].
Computingcomfort.org. (2019). Ergonomic Workspace Planner Tool |
ComputingComfort.org. [online] Available at:
http://computingcomfort.org/create2.asp [Accessed 11 May 2019].
En.wikibooks.org. (2019). Control Systems/Gain - Wikibooks, open books for an
open world. [online] Available at:
https://en.wikibooks.org/wiki/Control_Systems/Gain [Accessed 12 May 2019].
Lee, K. (2019). The best gaming PC 2019: 10 of the top gaming desktops you can
buy. [online] TechRadar. Available at:
https://www.techradar.com/news/computing/pc/10-of-the-best-gaming-pcs-you-
can-buy-in-2015-1304263 [Accessed 11 May 2019].
Microsoft Store. (2019). Buy FIFA 19 - Microsoft Store en-CA. [online] Available
at: https://www.microsoft.com/en-ca/p/fifa-19/c3c71tv51sqc?
activetab=pivot:overviewtab [Accessed 12 May 2019].
Sanchez-Lite, A., Garcia, M., Domingo, R. and Angel Sebastian, M. (2013).
Novel Ergonomic Postural Assessment Method (NERPA) Using Product-Process
Computer Aided Engineering for Ergonomic Workplace Design. PLoS ONE, 8(8),
p.e72703.
Tinker-entertainment.com. (2019). Game design and Gestalt laws. [online]
Available at: http://www.tinker-entertainment.com/sitavriend/psychology-and-
games/game-design-and-gestalt-laws/ [Accessed 11 May 2019].
1 out of 21
[object Object]

Your All-in-One AI-Powered Toolkit for Academic Success.

Available 24*7 on WhatsApp / Email

[object Object]