尽可能快、尽可能准个打中30目标,看看侬个瞄准符合菲茨定律伐。免费,勿用注册。
Helibrain团队编写由Robert(英语)审阅,生物物理学博士候选人发布于 最近一次审阅:
哪能看侬个分数
- 每个目标平均用时:一趟总辰光除以目标数,单位是毫秒(ms)。越短越好。点偏也要花辰光,所以也算勒搿里向。
- 准确度:游戏区域里打中个次数除以总点按次数。
- 最快命中:侬最快打中个单个目标。
- 吞吐量:速度搭难度合成一个数字,单位是每秒比特数(下头有说明)。越高越好。
- 图表:每个点代表一个目标,显示打中花个辰光搭目标难度。虚线是侬自家个菲茨定律曲线。
啥个是菲茨定律?
快速事实
瞄准训练哪能运作
- 勒游戏区域当中按开始。计时就开始。
- 打中目标。30个圆目标会一个接一个出现,分三种尺寸,每个都离上一个蛮远。点偏会影响准确度;目标会留勒原地,一直到侬打中为止。
- 看结果,里向有侬个菲茨定律曲线。
侬分享分数个闲话,朋友看到个目标搭侬一模一样。
阿拉照显示个每个目标个距离搭尺寸来算吞吐量,呒没用实验室标准里向根据点落勒啥地方而加个修正 [3]。所以建议侬拿自家前后几趟比。
啥会影响侬个瞄准?
搿个测试讲得出啥、讲勿出啥
瞄准训练测个是侬今朝用搿台设备指向目标个速度搭准确度。搿伐是智力测试,也伐是测侬脑子健康个测试;一趟短短个分数也预测勿出侬玩游戏会有哪能好。
拿同一台设备上向自家以前个结果来比;换只新鼠标或者屏幕尺寸变脱,数字就会变。
常见问题
瞄准训练做到啥分算好?
拿同一台设备上向自家以前个结果来比:像搿种游戏,好分数就是比上趟好。等有足够多人玩过以后,结果也会显示侬第一趟搭其他玩家用同一种输入方式个第一趟比起来哪能。
每秒比特数个吞吐量是啥?
鼠标搭触摸可以公平比伐?
伐可以,阿拉也伐拿搿两种来比。手指搭鼠标移动方式勿一样,所以结果只拿侬搭用同一种输入方式个其他人比。
为啥朋友个目标搭我个一样?
分享分数个链接里带着搿趟游戏个种子值,所以目标每趟出来都一样。搿样比赛就公平。
Helibrain瞄准训练要钞票伐?
勿要。游戏搭完整结果统统免费:勿用注册,勿用电子邮件,也勿用付款。
相关测试
想天天练练伐?Helibrain应用(目前只有英语版)有免费方案,也有付费方案。
引用搿页: 瞄准训练. Helibrain. 2026. https://helibrain.com/wuu/aim-trainer. CC BY 4.0.
How this test works
This game measures how quickly and accurately you can point at targets. Press Start, then hit 30 round targets that appear one at a time, in three sizes and at different distances. A miss doesn't move the target, but it costs time and lowers your accuracy. Your main score is your average time per target. You also see your accuracy and your throughput in bits per second. Psychology labs have used pointing tasks like this since Paul Fitts described them in 1954.
Version 1 · Cite this test:
Helibrain (2026). Aim trainer, v1. https://helibrain.com/aim-trainer/methods
来源
- Fitts PM (1954). The information capacity of the human motor system in controlling the amplitude of movement. Journal of Experimental Psychology 47(6):381–391. doi.org/10.1037/h0055392
- MacKenzie IS (1992). Fitts' law as a research and design tool in human-computer interaction. Human–Computer Interaction 7(1):91–139. doi.org/10.1207/s15327051hci0701_3
- Soukoreff RW, MacKenzie IS (2004). Towards a standard for pointing device evaluation, perspectives on 27 years of Fitts' law research in HCI. International Journal of Human-Computer Studies 61(6):751–789. doi.org/10.1016/j.ijhcs.2004.09.001
- MacKenzie IS (2015). Fitts' throughput and the remarkable case of touch-based target selection. Human-Computer Interaction: Interaction Technologies (HCII 2015), LNCS 9170, 238–249. doi.org/10.1007/978-3-319-20916-6_23
- Bi X, Li Y, Zhai S (2013). FFitts law: modeling finger touch with Fitts' law. Proceedings of CHI 2013, 1363–1372. doi.org/10.1145/2470654.2466180
- Hertzum M, Hornbæk K (2010). How age affects pointing with mouse and touchpad: a comparison of young, adult, and elderly users. International Journal of Human-Computer Interaction 26(7):703–734. doi.org/10.1080/10447318.2010.487198
本页由Helibrain团队根据上头列出个研究写成,并由Robert(英语)(生物物理学博士候选人)于11/4/2026审阅。资料有变化时,阿拉会更新本页。