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dc.contributor.authorCorbett, Jennifer E.
dc.contributor.authorMunneke, Jaap
dc.date.accessioned2025-09-18T20:17:06Z
dc.date.available2025-09-18T20:17:06Z
dc.date.issued2025-06-23
dc.identifier.urihttps://hdl.handle.net/1721.1/162757
dc.description.abstractFrom video games to laparoscopic surgeries, differences in users’ abilities to adapt to new control schemes can have significant, even deadly impacts on performance. Starting with the question of why some video game players invert the y-axis on their console controllers, this work aims to provide a foundation for future investigations of how control schemes can significantly impact performance. We argue that fragmented research across disciplines hinders a unified understanding of how the spatial relationships between users, interfaces, and visual displays affect performance. Therefore, we begin with a multidisciplinary literature synthesis, clarifying existing findings, and identifying methodological inconsistencies that contribute to conflicting results. We then explore the relationship between key behavioral and cognitive factors and y-axis inversion preference in a group of experienced 3rd person gamers. Based on these preliminary results, we propose a “general purpose” framework to systematically investigate how control inversion and visual input influence perception and performance across various movement goals. We demonstrate how this framework can be used to evaluate performance in the context of a common and challenging laparoscopic procedure, and how it can be generalized to assess and predict sensorimotor compatibility effects across a wide variety of real-world situations.en_US
dc.publisherSpringer International Publishingen_US
dc.relation.isversionofhttps://doi.org/10.1186/s41235-025-00626-5en_US
dc.rightsCreative Commons Attributionen_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/en_US
dc.sourceSpringer International Publishingen_US
dc.titleWhy axis inversion? Optimizing interactions between users, interfaces, and visual displays in 3D environmentsen_US
dc.typeArticleen_US
dc.identifier.citationCorbett, J.E., Munneke, J. Why axis inversion? Optimizing interactions between users, interfaces, and visual displays in 3D environments. Cogn. Research 10, 33 (2025).en_US
dc.contributor.departmentMassachusetts Institute of Technology. Computer Science and Artificial Intelligence Laboratoryen_US
dc.relation.journalCognitive Research: Principles and Implicationsen_US
dc.identifier.mitlicensePUBLISHER_CC
dc.eprint.versionFinal published versionen_US
dc.type.urihttp://purl.org/eprint/type/JournalArticleen_US
eprint.statushttp://purl.org/eprint/status/PeerRevieweden_US
dc.date.updated2025-07-18T15:35:08Z
dc.language.rfc3066en
dc.rights.holderThe Author(s)
dspace.embargo.termsN
dspace.date.submission2025-07-18T15:35:08Z
mit.journal.volume10en_US
mit.licensePUBLISHER_CC
mit.metadata.statusAuthority Work and Publication Information Neededen_US


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