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Gazing at Games: An Introduction to Eye Tracking ControlMarch 2012
Publisher:
  • Morgan & Claypool Publishers
ISBN:978-1-60845-649-9
Published:12 March 2012
Pages:
114
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Abstract

Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion

Cited By

  1. ACM
    Fuhl W, Zabel S, Harbig T, Moldt J, Wietek T, Herrmann-Werner A and Nieselt K One step closer to EEG based eye tracking Proceedings of the 2023 Symposium on Eye Tracking Research and Applications, (1-7)
  2. ACM
    Jindal S, Kaur H and Manduchi R Tracker/Camera Calibration for Accurate Automatic Gaze Annotation of Images and Videos 2022 Symposium on Eye Tracking Research and Applications, (1-6)
  3. ACM
    Munz T, Schäfer N, Blascheck T, Kurzhals K, Zhang E and Weiskopf D Comparative visual gaze analysis for virtual board games Proceedings of the 13th International Symposium on Visual Information Communication and Interaction, (1-8)
  4. ACM
    Munz T, Schaefer N, Blascheck T, Kurzhals K, Zhang E and Weiskopf D Demo of a Visual Gaze Analysis System for Virtual Board Games ACM Symposium on Eye Tracking Research and Applications, (1-3)
  5. ACM
    Luro F and Sundstedt V A comparative study of eye tracking and hand controller for aiming tasks in virtual reality Proceedings of the 11th ACM Symposium on Eye Tracking Research & Applications, (1-9)
  6. ACM
    Kumar A, Burch M and Mueller K Visual analysis of eye gazes to assist strategic planning in computer games Proceedings of the 3rd Workshop on Eye Tracking and Visualization, (1-5)
  7. ACM
    Sundstedt V, Navarro D and Mautner J Possibilities and challenges with eye tracking in video games and virtual reality applications SIGGRAPH ASIA 2016 Courses, (1-150)
  8. ACM
    Velloso E and Carter M The Emergence of EyePlay Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, (171-185)
  9. ACM
    binti Anas S, Qiu S, Rauterberg M and Hu J Exploring Gaze in Interacting with Everyday Objects with an Interactive Cup Proceedings of the Fourth International Conference on Human Agent Interaction, (345-348)
  10. ACM
    Turner J, Velloso E, Gellersen H and Sundstedt V EyePlay Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, (465-468)
Contributors
  • Blekinge Institute of Technology
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