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Oct
3
2011

ABSTRACT
With heavy competition between iPhone games, proper
playtesting is vital in making an easy to use, fun game. Eye
tracking can give valuable insights in player behavior but
current handheld eye tracking set-ups suffer technologial
limitations, inhibiting normal play. This study aims to
identify the merits and shortcomings of a new handheld
eyetracking set-up for qualitative user research. It is part of
a series of ongoing tests to improve the set-up. In this
study, seven participants played an iPhone puzzle game
using the new set-up. Results indicated the set-up was
suited for simple tasks like browsing, but interfered with
normal gaming too much for most players. Factors
contributing to interference were: Lack of depth perception,
unnatural handling, uncomfortable posture and enlarged
display of hands. Solutions for improvement are discussed:
With longer practice for players and with tweaks to the setup,
interference can be reduced or partly removed.
Accurate depth perception remains a challenge, however.

Netherlands 2011 Game user testing playtest mobile gaming handheld device usability playability iPhone eye tracking Tobii T60XL HCI

in list: HCI & Usability

Nov
11
2010

ABSTRACT
The paper presents an empirical study with a digital educational game (DEG) called 80Days that aims at teaching geographical content. The goal of the study is twofold: (i) investigating the potential of the eye-tracking approach for evaluating DEG; (ii) studying the issue of vicarious learning in the context of DEG. Twenty-four university students were asked to view the videos of playing two micro-missions of 80Days, which varied with regard to the position of the non-player character (NPC) window (i.e. lower right vs. upper left) and the delivery of cognitive hints (i.e. with vs. without) in this text window. Eye movements of the participants were recorded with an eye-tracker. Learning effect and user experience were measured by questionnaires and interviews. Significant differences between the pre- and post-learning assessment tests suggest that observers can benefit from passive viewing of the recorded gameplay. However, the hypotheses that the game versions with cognitive hints and with the NPC window on the upper left corner can induce stronger visual attention and thus better learning effect are refuted.

Austria 2010 Cognitive Behavioral Tobii eye tracking 1750 Clearview digital education game vicarious learning passive attention evaluation

in list: Cognitive & Behavioural Psychology

Sep
21
2010

ABSTRACT
Children with dyslexia and attention deficit disorders often have problems in short term memory, yet can benefit from learning strategies for remembering. In this paper, we describe the design of a multimedia educational game called Memory Challenge to help children with Specific Learning Difficulties (SpLDs) learn strategies for memory and to develop their cognitive skills. We focus in our approach on the involvement of children with SpLDs and domain specialists and practitioners in the design process. Involving various
participants from our target population (native Arabic-speaking users) in different stages of our design process was effective in obtaining an insight into the needs of people with SpLDs and has contributed to the design with actionable implications.

Saudi Arabia 2010 HCI Usability Developmental Tobii eye tracking X120 dyslexia attention deficit memory education game design

in list: HCI & Usability

Jul
20
2010

ABSTRACT
Recently, many researches about making more comfortable input device based on gaze detection technology have been done in human computer interface. However, the system cost becomes high due to the complicated hardware and there is difficulty to use the gaze detection system due to the complicated user calibration procedure. In this paper, we propose a new gaze detection method based on the 2D analysis and a simple user calibration. Our method used a small USB (Universal Serial Bus) camera attached on a HMD (Head-Mounted Display), hot-mirror and IR (Infra-Red) light illuminator. Because the HMD is moved according to user"s facial movement, we can implement the gaze detection system of which performance is not affected by facial movement. In addition, we apply our gaze detection system to 3D first person shooting game. From that, the gaze direction of game character is controlled by our gaze detection method and it can target the enemy character and shoot, which can increase the immersion and interest of game. Experimental results showed that the game and gaze detection system could be operated at real-time speed in one desktop computer and we could obtain the gaze detection accuracy of 0.88 degrees. In addition, we could know our gaze detection technology could replace the conventional mouse in the 3D first person shooting game.

2008 Korea Korean HCI Usability gaming 3d game eye tracking head mounted display Tobii

in list: HCI & Usability

Jul
19
2010

ABSTRACT
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.

Sweden 2008 emotion game gameplay eye tracking experience design Tobii 1750

in list: HCI & Usability

Mar
8
2010

ABSTRACT
This internship thesis intends to facilitate cognitive experiments for gameplay experience studies. To achieve this a psychophysiological logging framework was developed, which automatically reports the occurrence of specific game events to a log file and to the parallel port. Via the parallel port the communication with psychophysiological systems is possible. Thus, psychophysiological data can be correlated with in-game data in real-time. In addition, this framework is able to log viewed game objects via an eye tracker integration. This gives some information on how certain game elements affect the player’s attention. For the development of this system the Source SDK, the game engine of Half-Life 2, has been used. Consequently, custom-built Half-Life 2 levels had to be developed, which are suitable for cognitive experiments. In this context, tools for level editing will be introduced. This thesis shapes the basis for further research work in the area of psychophysiological software development and is intended to facilitate this for future scholars facing these issues.

HCI PHYSIOLOGICAL LOGGING SYSTEM GAME MODIFICATION eye tracking Germany 2007 Tobii ET-17 SDK ClearView

in list: HCI & Usability

Abstract
The pedagogical, social, and learning aspects from commercial computer games are pure chance and not by design. Many students play educational games as part of the curriculum and because they have to; and many educational games do not deliver on the pedagogical promise (Gee, 2004). Yet millions of young people around the globe willingly play commercial computer games every day for entertainment value because they are fun to play. What can the developers of educational games learn from the environment that successful commercial game developers create, or how can the attributes from these commercial games be utilized in an educational setting? This paper addresses these questions.

HCI Computer games game based e-learning eye tracking New Zealand 2006 Tobii 1750

in list: HCI & Usability

ABSTRACT
We present an eyes-only computer game, Invisible Eni, which uses gaze, blinking and as a novelty pupil size to affect game state. Pupil size can be indirectly controlled by physical activation, strong emotional experiences and cognitive effort. Invisible Eni maps the pupil size variations to the game mechanics and allows players to control game objects by use of willpower. We present the design rationale behind the interaction in Invisible Eni and consider the design implications of using pupil measurements in the interface. We discuss limitations for pupil based interaction and provide suggestions for using pupil size as an active input modality.

HCI affective interfaces computer game eyes-only interaction design pupil based eye tracking Finland 2008 Tobii

in list: HCI & Usability , Eye Control

Dec
16
2009

Abstract
Playing a commercial PC or consol game is a highly visual activity, regardless of whether the purpose is entertainment or situated learning as discussed in the Serious Games field. If more information about the visual attention of the player can be recorded and easily analysed, important design information can be extracted. A range of different eyetracking equipment exists on the market and has been used in many studies over the years. However, very few studies describe dynamic stimuli involving the visual interaction of the user/player with a moving 3D object displayed on a computer screen.
The reasons for this are that methods and software developed for eyetracking studies of static 2D stimuli are inappropriate for dynamic 3D stimuli, and manual analysis of dynamic 3D visual interaction is extremely time consuming. In order to address this, the authors have developed a software interface between the Tobii™ eyetracking system and the HiFi Game Engine for use in automated logging of dynamic 3D objects of gaze attention.
This report describes the verification study performed to assess the performance of this integration between the eyetracker, logging tools and game engine. Detailed analysis shows effective results within the derived accuracy range, which is certainly sufficient for studies from a small scale to large scales necessary for extensive statistical analysis. The work presented in the report has been conducted in collaboration between FOI, Blekinge Institute of Technology and Gotland College.

HCI game eye tracking 3d foi engine games verification Sweden 2007 Tobii 1750

in list: HCI & Usability

Abstract
Visual scanning strategies have been often related to mental workload. In this study it has been investigated the relation between fixations distribution and workload on the basis of the consideration that low workload may be associated with regular patterns, indicating a regular check of the interface layout. According to this hypothesis, statistical indices providing information about the dispersion of point patterns should indicate differential patterns in the case of low and high workload. Participants were engaged in a simple visuo-motor task: the PC-based game known as "Asteroids". The game was modified to suit the experimental purposes. Participants were engaged in two experimental conditions: they were either requested to fire the randomly moving asteroids, or to avoid collision with the asteroids without shooting them. These conditions generated different amount of mental workload since collision avoidance was perceived as harder than shooting. The number of asteroids on screen was kept constant along blocks. Eye movements were recorded during the sessions and were analyzed using spatial statistics algorithms. Preliminary results showed sensitivity of spatial dispersion indices to variations in mental workload and their potential utility as triggers for adaptive automation.

HCI game scanpath visual Scanning spatial dispersion indices mental workload adaptive automation eye tracking Italy 2006 X50 Tobii

in list: Linguistics , HCI & Usability

Dec
8
2009

Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.

HCI Game experience flow immersion gaming with gaze human-computer interaction eye tracking Sweden 2009 Tobii T120 T60

in list: HCI & Usability , Eye Control

Dec
3
2009

Introduction
We report ongoing work on using an eye tracker as an input device in first person shooter (FPS) games. In
these games player moves in a three-dimensional virtual world that is rendered from the player’s point of
view. The player interacts with the objects he or she encounters mainly by shooting at them. Typical game
storylines reward killing and punish other forms of interaction.
The reported work is a part of an effort to evaluate a range of input devices in this context. Our results on the
other devices in the same game allow us to compare the efficiency of eye trackers as game controllers against
more conventional devices. Our goal regarding eye trackers is to see whether they can help players perform
better. Some FPS games are played competitively over the Internet. If using an eye tracker gives an edge in
competitive play, players may want to acquire eye tracking equipment. Eye trackers as input devices in FPS
games have been investigated before (Jönsson, 2005), but that investigation focused on user impressions rather than on the efficiency and effectiveness of eye trackers in this domain. However, Jönsson’s results on eye tracker efficiency in a non-FPS game were encouraging

HCI Eye Tracking game input device first person shooter aiming 2006 Finland Tobii 1750

in list: HCI & Usability , Eye Control

Dec
1
2009

ABSTRACT
Tracking technologies, such as eye and head-tracking, provide novel techniques for interacting with video games. For instance, players can shoot with their eyes in a first person shooter using gaze-based input. Head-tracking systems allow players to look around a virtual cockpit by simply moving their head.
However, tracking systems are typically based on expensive specialized equipment. The prohibitive costs of such systems have motivated the creation of low-cost head-tracking solutions using simple web cameras and infrared light detection. In this paper, we describe our experience developing a simple shooting game which incorporates such low-cost head-tracking technology.

HCI Human Factors Head eye tracking input game design Canada 2008 Tobii

in list: HCI & Usability , Eye Control

Abstract
This paper describes a study on the effects of 1st versus
3rd person view in a computer game on presence and
emotional responses. Two experiments were conducted and
eye-tracking, facial muscle activity and self-reported
presence was measured. The results supported our
hypothesis on higher presence in 1st person view. However,
this observation was not present in the eye-tracking data.

Game Eye Tracking EMG Finland 2007 Tobii

in list: Cognitive & Behavioural Psychology

Alternative means of interaction in games are especially important
for disabled users for which traditional techniques using mouse
and keyboard are not feasible. Apart from voice recognition gaze
has lately been used as an input modality in games [J¨onsson 2005;
Isokoski and Benoˆıt 2006; Smith and Graham 2006]. We present a
3rd person adventure puzzle game using a novel combination of
non intrusive eye tracking technology and voice recognition for
game communication. Figure 1 shows the game, and its first person
sub games that make use of eye tracker functionality in contrasting
ways: a catapult challenge (a) and a staring competition (b).

Game Gaze Voice eye tracking 2008 Tobii SDK

in list: HCI & Usability , Eye Control

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