An Evaluation Research on Dynamic Hit Stop Using Eye Gaze
Rena Tomizawa
1
and Tomokazu Ishikawa
1,2 a
1
Toyo University, 1-7-11 Akabanedai Kita-ku, Tokyo, Japan
2
Prometech CG Research, 3-34-3 Hongo bunkyo-ku, Tokyo, Japan
Keywords:
Hit Stop, Eye Gaze, Game Design.
Abstract:
The purpose of this study was to verify whether the response changes when hit stop, one of the elements
of GameFeel, is changed according to gaze information. First, several participants play the action game by
changing the hit stop duration and answer a questionnaire. Based on the results of this questionnaire, the
boundary between pleasant and unpleasant hit stop duration is determined based on the idea of discriminant
analysis method. Next, within a comfortable hit stop duration range, we examined whether the response is
different when the hit stop duration is changed according to the gazing duration. As a result, designing hit stop
duration that corresponds to staring duration is important to improve GameFeel.
1 INTRODUCTION
In recent years, the topic of indie games and game
development has often been discussed at the research
level. At the same time, attention is being paid to
the mechanics of the game. There has been a lot of
talk about the “GameFeel” element as a mechanism
in the game. GameFeel is the “sense of feeling” that
players receive during gameplay. Games are multi-
sensory experiences, but the narrative content, mu-
sic, art, and many other aspects of the game influ-
ence the feel of the game. GameFeel places more em-
phasis on the role played by interactivity. This paper
will focus on the design of player interaction with the
game, with reference to the survey by Pichlmair and
Johansen (Pichlmair and Johansen, 2022).
In explaining GameFeel, it is necessary to de-
scribe “juice”. Juice is the excessive amount of feed-
back in relation to user input to enhance interactivity.
The purpose of juice is to make people feel that the
players’ actions have meaning and that game players
can predict the outcome. A game that is good texture,
properly staged and lively is sometimes called a juicy
game.
A research on GameFeel concerns how players’
minds and bodies experience emotions when playing
games. How to design for the emotional aspects of
the play experience should be studied not only in the
field of games, but also in relation to design theory,
a
https://orcid.org/0000-0002-9176-1336
psychology, ergonomics, philosophy, and many other
fields. It is believed that elucidating the elements of
GameFeel will help us to understand what variables
are involved in enhancing the immersive experience
of a game, and will broaden the scope of expression
in game development. Pichlmair and Johansen classi-
fied the components of GameFeel into the following
five categories; “movement and actions”, “event sig-
nification”, “time manipulation”, “persistence” and
“scene framing”in Figure 1 (Pichlmair and Johansen,
2022). These elements are further subdivided into 31
items. When designers intentionally elicit emotion,
“hit stop” is often used from among these elements.
The purpose of this study was to verify whether
the response changes when hit stop, one of the ele-
ments of GameFeel, is changed according to gaze in-
formation. Hit stop is a type of visual feedback in
which the animation displays a pause or slow-motion
effect at the moment of impact (attack, being hit,
landing depending on the falling altitude). In previ-
ous researches related to hit stop, it has been discov-
ered that the pseudo-shock sensation is increased by
vibrating the remote control simultaneously with hit
stop (Hachisu et al., 2011) or by changing the dura-
tion of hit stop according to body velocity (Ban and
Ujitoko, 2021).
In this study, an experiment is conducted to test
the hypothesis that if the pseudo-shock sensation can
be increased by combining hit stop in addition to tac-
tile sensation or body velocity, then the combination
between visual information and hit stop may provide
Tomizawa, R. and Ishikawa, T.
An Evaluation Research on Dynamic Hit Stop Using Eye Gaze.
DOI: 10.5220/0012461400003660
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2024) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 151-158
ISBN: 978-989-758-679-8; ISSN: 2184-4321
Proceedings Copyright © 2024 by SCITEPRESS Science and Technology Publications, Lda.
151
Figure 1: Components of GameFeel.
a change in GameFeel.
To propose and validate a methodology for de-
termining the boundaries of pleasantness and un-
pleasantness of hit stops
To confirm that GameFeel is improved by chang-
ing the hit stop duration according to the staring
duration
Since action games are frequently implemented with
the hit-stop direction, which is effective for users, this
study implements and verifies the proposed method
on an action game.
2 RELATED WORKS
Brown and Cairns interviewed game players to define
immersion based on their experiences and discussed
the quality of immersion (Brown and Cairns, 2004).
Using Grounded Theory, they firmly categorized im-
mersion into three levels: engagement, engrossment,
and total immersion. This division suggests new lines
of demarcation for investigating immersion and mov-
ing into software domains other than games.
Pichlmair and Johansen classified GameFeel with
reference to over 200 games (Pichlmair and Johansen,
2022). As a result, three distinct domains of the in-
tended player experience were derived: physicality,
amplification, and support. In this paper, it is also
noted that another study must be conducted to deter-
mine when elements of GameFeel are called ”good
game feel” for game players. Therefore, we examine
effective hit stop direction methods when new physi-
cal information is inputted.
Ban and Ujitoko proposed and evaluated the incor-
poration of hit stop effects and vibratory tactile sensa-
tions into VR (virtual reality), which pause the action
at the moment of impact or display slow motion an-
imation on VR tennis, a VR sport (Ban and Ujitoko,
2021). They evaluated the effect of hit stop with and
without vibration and the effect of hit stop in duration
by using the magnitude estimation method to estimate
the number of seconds of hit stop that is comfortable.
They also stated in their paper that they need to con-
firm whether hit stops are effective in other VR expe-
riences.
Lin et al. analyzed the elements of juicy impact
feedback in action games and found that hit stops,
sound coherence, and camera control have a signifi-
cant impact on the player’s sense of hitting (Lin et al.,
2022). Within this paper, they presented 19 feature
frameworks, and tested them in actual games. It was
suggested that the player’s impact feeling may be
compromised if any one of the three functions, hit
stop, sound coherence, and camera control, is not de-
signed specifically for the player.
Hachisu et al. investigated the use of pseudo-
haptic feedback effects using vibration and proposed
two new methods for enhancing pseudo-haptic feed-
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
152
0.0s
0.2s
0.4s
0.6s
Figure 2: Difference of animation by hit stop duration: 1, 11, 21, and 31st frames at 24 fps.
back in virtual object exploration (Hachisu et al.,
2011). In this paper, two methods are proposed to ad-
just the cursor change on the screen: the first method
uses stripe patterns to enhance the pseudo-haptic tex-
ture, using vibrations to enhance the pseudo-haptic
texture, thereby adjusting the amount of cursor move-
ment; the second method uses visual vibrations to ad-
just the cursor change by simulating the texture of the
virtual object.
In recent years, applications that incorporate eye
gaze have also been well studied (Skaramagkas et al.,
2023). Eye tracking is gaining ground in the re-
search community, but it is not yet a common ap-
proach for detecting emotional and cognitive states or
for incorporating it as an element in games. Charoen-
pit and Ohkura designed and implemented a proto-
type to record learners’ eye movements and inves-
tigate the relationship between two emotions, inter-
est and boredom, and evaluated the experimental re-
sults (Charoenpit and Ohkura, 2015). From this ex-
periment, they found that gaze fixation time and num-
ber of gazes were negatively correlated with boredom
content. If interest and boredom can be detected by
eye gaze, we thought we would evaluate the contribu-
tion to the fun of the game by performing a dynamic
hit stop as an output of eye gaze and behavior in game.
3 PROPOSED METHOD
We create an original action game in which hit stops
are presented in a variable manner depending on the
gazing point and gazing time, and evaluate the effects
of dynamic hit stops based on eye gaze. This study is
conducted in two phases: to determine the borderline
between pleasantness and unpleasantness of hit stops,
and to confirm the effectiveness of the dynamic hit
stops designed based on this borderline. This section
describes the methodology for each phase.
3.1 Phase 1 : Borderline Between
Pleasantness and Unpleasantness of
Hit Stops
Several players are asked to play the game by chang-
ing the hit stop duration in the range of 0.0s to 0.7s
and to answer a questionnaire. An animation of the
game created and with the hit stops changed is shown
in Figure 2. In our implementation, hit-stop duration
refers to the amount of time that an enemy charac-
ter’s vanishing animation is prolonged when a player
attacks an enemy character (Figure 3). From the
perspective of the game context, we experimented
with a total of three scenes, preparing two patterns of
weapons (sword and bow) and a mode in which the
player could freely switch between these weapons.
Figure 4 shows a scene in which a bow is used. So,
participants play up to 24 patterns (with 8 levels of hit
stop duration for each of the 3 scenes). As shown in
Figure 5, we ask the participants to play a reference
task with a hit-stop time of 0 s at the beginning of
each scene.
For the post-play questionnaire, five items were
selected from the indices of Ban and Ujitoko’s
An Evaluation Research on Dynamic Hit Stop Using Eye Gaze
153
Figure 3: Diagram of hit stop effect. We call T
hitstop
hit
stop duration. The playback speed during T
hitstop
is s times
normal speed, and we set s = 0.01.
Figure 4: A scene where a player is attacking an enemy
using a bow.
Figure 5: Phase 1 task procedure.
study (Ban and Ujitoko, 2021) and the GEQ (Game
Engagement Questionnaire) items (Brockmyer et al.,
2009): “sense of impact”, “sense of presence”, “en-
joyment”, “initiative”, and “stressfulness”. For each
item, the magnitude estimation method is employed
by setting the condition without hit stops as 100 and
asking the respondents to respond with a numerical
value ranging from 0 to 200. From the question-
naire items, assuming that “stressfulness” is an ele-
ment of unpleasantness, items that conflict with un-
pleasantness are extracted by calculating correlation
coefficients. Based on the rating values of the pleas-
ant/unpleasant items in the questionnaire, the distri-
bution of which hit stop duration the participants felt
were the best/worst is determined. To obtain the dis-
tribution of unpleasantness, each participant votes for
the hit stop duration at which the participants an-
swered the highest “stressfulness”.
For game design of the next phase, it is necessary
to determine the borderline between pleasant and un-
pleasant. We considered obtaining this borderline as
a discriminant analysis method for the two classes of
pleasantness and unpleasantness. Assuming that each
distribution follows a normal distribution, we set the
boundary between pleasant and unpleasant as the hit-
stop time at which the Mahalanobis distance (Maha-
lanobis, 2018) from each distribution is equal. If the
Mahalanobis distance from the pleasant/unpleasant
distribution at the boundary x
th
is D
p
, D
u
, respec-
tively, we find x
th
such that D
p
= D
u
and x
p
< x
th
< x
u
.
D
p
=
|
x
th
x
p
|
s
p
, (1)
D
u
=
|
x
th
x
u
|
s
u
, (2)
where x
p
and x
u
are the mean, s
p
and s
u
are the stan-
dard deviation.
For the next phase, we also obtain the gazing du-
ration for the enemy character for each player during
this experiment. Based on this measurement data, the
average and maximum gazing duration (y and y
max
) of
the player toward the enemy character are obtained.
3.2 Phase 2 : Design of Dynamic Hit
Stop Based on Gazing Duration
One of the novel game effects in this research is to
change the hit stop duration according to the gazing
duration. Since it is likely to be judged as unpleas-
ant if hit stop duration crosses the borderline obtained
by the method in Section 3.1, the hit stop duration
should be varied up to this boundary line. First, we
prepare Function (1) as the reference task. Function
(1) is a constant function characterized by a fixed hit-
stop time of 0.39 seconds, representing the average
duration of a comfortable hit stop. Since there are sev-
eral possible functions that map the gazing duration y
to the hit stop duration x, we prepare four functions
for experiment (see APPENDIX for more information
on trial and error during design). To these patterns of
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154
Figure 6: Functions of gazing duration and hit stop duration
used in Phase 2. Function (1) is a constant function with
the average value of the pleasant hit stop duration. Func-
tion (2) is a linear function that passes through the origin
and the point (
x
p
, y). Function (3) is clipped from function
(2) in the range of x
p
x
th
x
p
x x
th
(outside this
range is a constant value function). Function (4) is a linear
function that passes through the origin and the point (x
th
,
y
max
). Function (5) is a linear function that passes through
two points (x
p
, y) and (x
th
, y
max
). Function (6) cannot be
represented graphically because the hit stop duration is ran-
domly determined relative to the gazing duration.
Figure 7: Phase 2 task procedure.
Figure 8: Implementation of a game user interface that
presents the gazing point and gazing duration.
functional change, we add one with a constant hit stop
duration and one with a randomly changing hit stop
duration as shown in Figure 6.
A total of six patterns are played by the experi-
mental collaborators, who are asked to complete the
same questionnaire as in the Section 3.1. As shown
in Figure 7, we ask the participants to play a reference
task at the start of the experiment that uses Function
(1).
We implement an user interface that allows the ex-
perimenter to know the gazing point and gazing dura-
tion while playing the game. The implemented game-
play screen is shown in Figure 8. Gauges near each
enemy character increase with the amount of time
spent gazing at them.
4 EXPERIMENTS AND RESULTS
VIVE Pro Eye is used to measure the player’s line of
sight and reflect it in the game in real time. We de-
velop a game for experiment on Unity. FEEL (More-
Mountains, 2015) is used as an asset, and hit stops
are introduced to the action game. We use a PC
with CPU: 11th Gen Intel® Core™ i9-11900 CPU @
2.50GHz, RAM: 16GB and GPU : NVIDIA GeForce
RTX 3060 Ti 8GB for our experiments.
As shown in Figure 9, participants are equipped
with VR headsets and enter a room reproduced in the
VR space to play the game. Inside this VR room, a
television is placed, and participants play the game
through this television. This setup allows participants
to feel a gaming experience in VR that closely resem-
bled playing a game in the real world. The experi-
mental picture is shown in Figure 10.
Figure 9: Schematic diagram of the VR space that partici-
pants will experience during experiment.
Figure 10: A photograph during the experiment. Partici-
pants in the experiment wear VIVE Pro Eye and play games
to answer the questions. A questionnaire response form was
also created within the VR space.
An Evaluation Research on Dynamic Hit Stop Using Eye Gaze
155
4.1 Results of Phase 1
In the Phase 1 experiment, men and women in their
teens and twenties participated, and data were col-
lected from 16 participants for Scenes 1 and 2 and
15 participants for Scene 3. First, we calculated cor-
relation coefficients for the five items of the question-
naire that were answered, varying the hit stop dura-
tion for each scene. The results are shown in Fig-
ure 11. In all scenes, “enjoyment” and “stressful-
ness” were found to have a strong negative correla-
tion. Therefore, we employed “enjoyment” as pleas-
ant and “stressfulness” as unpleasant, and calculated
their distributions.
Based on the questionnaires, two distributions
were created by voting one vote for each hit stop du-
ration for which the experimental participant gave the
highest score for “enjoyment” or “stressfulness”. If
there were n tied scores, 1/n voted for each hit stop
duration. The histogram created according to this pro-
cedure is shown in Figure 12. Overall, the longer the
hit stop duration, the more uncomfortable it tended to
be.
Since no normality was observed in the histogram
of unpleasantness in Scene 2, the Mahalanobis dis-
tance was used to obtain the boundary line between
pleasant and unpleasant for Scene 1 and Scene 3.
The averages of pleasant and unpleasant for Scene
1 x
p
, x
u
were 0.37 and 0.56 seconds, respectively,
and the variances s
p
, s
u
were 0.03704 and 0.05163.
The means x
p
and x
u
were 0.39 and 0.57 seconds, re-
spectively, and the variances s
p
, s
u
were 0.03782 and
0.04214 of Scene 3. From these results, the border-
lines between pleasant and unpleasant hit stop dura-
tion x
th
obtained were 0.537 and 0.55 seconds, respec-
tively.
4.2 Results of Phase 2 and Discussion
We examined whether the response differs when the
hit stopping duration is changed according to the gaz-
ing duration within the range of comfortable hit stop
duration determined in Phase 1. Scene 3, which has a
longer range of comfortable hit stop duration, was se-
lected as the experimental scene for Phase 2. The re-
sults of Phase 2 questionnaire are shown in Figure 13.
Since the scores of the reference when the hit stop
duration is constant are 100, it was found that the re-
search purpose, whether the sense of impact improves
according to the gazing duration, can be achieved by
methods other than function (4). In addition, as for
enjoyment, games with dynamically changing hit stop
duration was rated higher than those with fixed hit
stop duration. Since function (5) had the narrowest
(a) Scene 1 (using only sword)
(b) Scene 2 (using only bow)
(c) Scene 3 (using sword and bow)
Figure 11: Correlation matrix of the rating values of the
survey items in each scene. The axis labels, A to E, cor-
respond to “sense of impact”, “sense of presence”, “enjoy-
ment”, “initiative”, and “stressfulness” in order.
value range among the functions (2) to (6) designed
in this study, it can be seen from the enjoyment and
initiative items that the hit stop duration was compa-
rable to the constant condition.
GRAPP 2024 - 19th International Conference on Computer Graphics Theory and Applications
156
Scene 1 Scene 2 Scene 3
Figure 12: Histograms of pleasantness (top) and unpleasantness (bottom) in each scene.
The following is a discussion of the impact sen-
sation, which was the objective of this study. Func-
tions (2) and (4) are considered to have less impact
sensation than the other functions because the hit stop
duration becomes 0s when the gazing duration is 0s.
We consider that function (3) differs from function
(2) in that it includes a bottom value, which results
in a stronger sense of impact. Since the respondents
felt a stronger sense of impact with function (3) than
with random (6), we conclude that the hit stop effect,
which varies with the gazing duration, is highly effec-
tive in increasing the sense of impact.
5 CONCLUSIONS AND FUTURE
WORK
In this study, the boundary between pleasant and un-
pleasant hit stop duration was determined by discrim-
inant analysis method based on the questionnaire of
the experimental participants. As result of this ex-
periment, we found that the context in the game (in
this case, the type of weapon) caused differences in
the time perceived as unpleasant. Next, we conducted
an experiment in which we varied the hit stop dura-
tion according to the gazing duration up to the hit stop
duration that felt comfortable. It was concluded that
changing the hit stop duration according to the gazing
duration can enhance the impact sensation.
As a future work, the distribution and bounds of
pleasant and unpleasant hit stop duration for different
types of weapons in action games need to be studied
in more detail. Our study suggests that humans might
react nervously to animations of consequences, espe-
cially when the action is aimed well, as in the case
of bows. In this experiment, we counted up the gaz-
ing duration only when the gazing point was inside
the enemy character, but we plan to study how the re-
sults change when this calculation is applied to the
area around the gazing point.
ACKNOWLEDGEMENTS
This work was supported by Toyo University Top Pri-
ority Research Program.
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Figure 13: Score distribution of Phase 2 questionnaire re-
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APPENDIX
In designing the functions of gazing duration and hit
stop duration, we considered using cumulative distri-
bution function (CDF) with a pleasant normal dis-
tribution. We expected to draw an S-shaped curve
that could correspond to a pleasant hit stop duration
around the mean gazing duration. However, when we
plotted the CDF of the normal distribution of pleas-
antness obtained from the questionnaire, we found
that a linear approximation was not problematic ( Fig-
ure 14). Therefore, in Phase 2, all functions were de-
signed as linear functions. Function (3) was designed
to linearly approximate the graph of this CDF.
Figure 14: CDF in the range of x
p
x
th
x
p
x x
th
with pleasure as the normal distribution function.
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