That Flick is Sick: Gyroscope Integration in Xbox Controllers
Jhervey Edric Cheng, Stacy Selena Kalaw, James Patrick Kok, Alyssa, Ysabelle Meneses, Richard Sy, Jordan Aiko Deja

TL;DR
This study empirically evaluates gyroscope integration in Xbox controllers, revealing current limitations in accuracy and reaction times compared to traditional input devices, and suggests design improvements for future development.
Contribution
It provides the first empirical comparison of gyroscope-enabled controllers with mice and standard controllers, highlighting challenges and potential areas for enhancement.
Findings
Mouse was most accurate in aim tasks
Gyroscope controllers showed reduced accuracy and slower reactions
Feedback suggests need for sensitivity and control improvements
Abstract
Gyroscope integration in Xbox controllers offers new possibilities for enhancing gaming experiences, particularly in first-person shooter (FPS) games. To investigate its potential, we conducted an empirical study with 11 participants, comparing aim precision and reaction times across three input methods: a computer mouse, a standard Xbox controller, and a gyroscope-enabled controller. Participants completed an aim training task, revealing the mouse as the most accurate device, followed by the standard controller. Interestingly, the gyroscope-enabled controller showed reduced accuracy and slower reaction times, attributed to challenges in sensitivity and control. Participant feedback highlighted areas for improvement, including refined sensitivity settings, control stability, and software design. These findings underscore the need for design innovations, such as camera rotation limits…
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Taxonomy
TopicsMultimedia Communication and Technology · Mobile Agent-Based Network Management
