Christine Perez edited subsection_Data_Analysis_The_researchers__.tex  over 7 years ago

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\subsection{Data Analysis} \subsection{Test Results}  The researchers invited forty-five (45) individuals wherein to their consent played the game prototype, giving the researchers an exact total of forty-five (45) test samples. During All  the testing phase, the user gestures recordings and data, mainly hand gesture motions,  were evaluated.\\ 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  Table \textbf{_} is a summary of the test results acquired from the prototype. The hit-miss method (see section 3.5.1) was used to compute the results. See The complete details regarding the hit and miss result of each gesture performed by the forty-five testers can be seen in  Appendix \textbf{_} for detailed results. \textbf{)}.  \begin{table}   \begin{tabular}{ c c } 

\end{table}  \\  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, users 9, 16, 17, 20, 21, 27, and 37 has the most number of misses ranging from 7 to 8 misses. 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 misses are users 1, 18, 22 - 25, 29, 30, 32, 34-36, 38, and 42. The reasons these set of testers have five or six 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.