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Christine Perez edited In_Table_textbf___for__.tex
over 7 years ago
Commit id: 7479e767b0ae0af40f3cfd97d468c5f8a27db362
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In Table \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
26, 16, 18, 27, and
43 30 has the most number of misses which is
three. eight (8). 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
and six misses. The testers which have
three five or six misses are users
26, 27, 43. 1, 3 - 8, 10 - 14, 18, 22 - 25, 29, 31 - 36, and 38 - 42. The reasons these set of testers have 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 15 is the
testers tester 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 technologically-inclined that they know how to make use of the device properly.