Christine Perez edited subsection_Test_Results_The_researchers__1.tex  over 7 years ago

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\subsection{Test Results}  The researchers invited forty-five (45) individuals students  wherein to their consent played the game prototype, giving the researchers an exact total of forty-five (45) test samples. The students' names, age, grade level, gender, start time, end time, highest level reached and the total score were recorded.  All the recordings and data, mainly hand gesture motions, were collated and compiled to be used in the analysis and evaluation of the study.\\ This research contains three types of test results which can be seen in the Preliminary Results part of Chapter 5. The first one is a graph and a table for the statistical data of the overall gestures performed and recorded during the game. The second test result is a table for the summary of results from the survey questionnaire which the testers have answered after the testing part of the research to determine the overall rating of the system. The third and the last one is a table for the summary of statistical treatment of Paired T-test as applied by the researchers to determine if there is a significant learning for the users of the system.  The complete details regarding the hit and miss result of each gesture performed by the forty-five testers can be seen in Appendix \textbf{)}.  As seen in Appendix \textbf{_}, for every person the researchers counted the number of hits and misses for every gesture then added these to acquire a total number of hits and misses and their corresponding percentage. According to the table, three misses are  users 9, 16, 17, 20, 21, 26,  27, and 37 43  has the most number of misses ranging from 7 to 8 misses. which is three.  The researchers have found several reasons for this such as, (1) some of the testers' arm are not stretched enough resulting to not recognizing the gesture even if the tester does the gesture, (2) the testers' joints, hands and arms, are lower than the hip center resulting to inaccurate computation of joint location, (3) some of the testers are not technologically-inclined that is why they have difficulty using the device.\\ Most of our testers have five misses. The testers which have six three  misses are users 1, 18, 22 - 25, 29, 30, 32, 34-36, 38, and 42. 26, 27, 43.  The reasons these set of testers have five or six three  misses are: (1) these are the testers which are technologically-inclined and willing to spend their time to learn the gestures within the game, (2) since their arms are stretched, they get tired easily and tend to relax their arms that is why the gestures are sometimes not recognized. \\ Users 2 - 8, 10 - 15, 19, 26, 28, 31, 33, 39 - 41, and 43 - 45 are the testers with the least amount of misses. They had five or 3 mistakes because of the following reasons: (1) they can easily cope with the proper gestures within the game environment by just watching us demonstrate on how to perform each gesture, (2) they have a high muscle endurance that they can perform and maintain arm stretching at ease, (3) they are techonologically-inclined that they know how to make use of the device properly.