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Modelling virtual camera behaviour through player gaze

Published: 29 June 2011 Publication History

Abstract

In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.

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cover image ACM Other conferences
FDG '11: Proceedings of the 6th International Conference on Foundations of Digital Games
June 2011
356 pages
ISBN:9781450308045
DOI:10.1145/2159365
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 June 2011

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  • Research-article

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FDG'11
Sponsor:
  • SASDG
FDG'11: Foundations of Digital Games
June 29 - July 1, 2011
Bordeaux, France

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FDG '11 Paper Acceptance Rate 31 of 107 submissions, 29%;
Overall Acceptance Rate 152 of 415 submissions, 37%

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  • (2019)Game CinematographyProceedings of the 2019 3rd International Conference on Virtual and Augmented Reality Simulations10.1145/3332305.3332313(26-32)Online publication date: 23-Feb-2019
  • (2015)Adapting virtual camera behaviour through player modellingUser Modeling and User-Adapted Interaction10.1007/s11257-015-9156-425:2(155-183)Online publication date: 1-Jun-2015
  • (2014)Bandwidth adaptation for 3D mesh preview streamingACM Transactions on Multimedia Computing, Communications, and Applications10.1145/253785410:1s(1-20)Online publication date: 5-Jan-2014
  • (2013)3D mesh preview streamingProceedings of the 4th ACM Multimedia Systems Conference10.1145/2483977.2484001(178-189)Online publication date: 28-Feb-2013
  • (2011)Towards adaptive virtual camera control in computer gamesProceedings of the 11th international conference on Smart graphics10.5555/2032567.2032571(25-36)Online publication date: 18-Jul-2011
  • (2011)Towards Adaptive Virtual Camera Control in Computer GamesSmart Graphics10.1007/978-3-642-22571-0_3(25-36)Online publication date: 2011

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