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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.
in list: HCI & Usability
ABSTRACT
Despite the word’s common usage by gamers and reviewers alike, it is still not clear what immersion means. This paper explores immersion further by investigating whether immersion can be defined quantitatively, describing three experiments in total. The first experiment investigated participants’ abilities to switch from an immersive to a non-immersive task. The second experiment investigated whether there were changes in participants’ eye movements during an immersive task. The third experiment investigated the effect of an externally imposed pace of interaction on immersion and affective measures (state-anxiety, positive affect, negative affect). Overall the findings suggest that immersion can be measured subjectively (through questionnaires) as well as objectively (task completion time, eye movements). Furthermore, immersion is not only viewed as a positive experience: negative emotions and uneasiness (i.e. anxiety) also run high.
in list: General Eye Tracking
ABSTRACT
Games arguably have the most impressive success of any computer-based application and it would be useful to be able to extract some of the successful features of games for use in different application areas. Whilst games are clearly a multi-faceted phenomenon, when talking about games, gamers and reviewers often refer to the immersive experience of the game as being of particular importance. Moreover, the term immersion can be applied across many different genres of games from first person shooters, to strategy games and simulations. However, whilst many people use the term immersion, it is not clear exactly what this term means or whether the experience of immersion is the same across different games. Earlier qualitative studies (Brown & Cairns, 2004) showed that immersion can be better understood as a scale of experience with lower levels of immersion leading to higher levels. The purpose of our current work is to consider if it is possible to quantify the experience of immersion through more objective measures of the cognition of an immersed person such as eye-movements.
in list: General Eye Tracking
ABSTRACT
Eye tracking is a fascinating technology that is starting to be used for evaluation of and for interacting in virtual environments. Especially digital games can benefit from an integrated (i.e., evaluation and interaction) approach, harnessing eye tracking technology for analysis and interaction. Such benefits include faster development of innovative games which can be automatically evaluated in an iterative fashion. For this purpose, we present a framework that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is also presented and highlights the framework’s capacity to create and evaluate novel entertainment interfaces.
in list: HCI & Usability
ABSTRACT
To enable people with motor impairments to use gaze control to play online games and take part in virtual communities, new interaction techniques are needed that overcome the limitations of dwell clicking on icons in the games interface. We have investigated gaze gestures as a means of achieving this. We report the results of an experiment with 24 participants that examined performance differences between different gestures. We were able to predict the effect on performance of the numbers of legs in the gesture and the primary direction of eye movement in a gesture. We also report the outcomes of user trials in which 12 experienced gamers used the gaze gesture interface to play World of Warcraft. All participants were able to move around and engage other characters in fighting episodes successfully. Gestures were good for issuing specific commands such as spell casting, and less good for continuous control of movement compared with other gaze interaction techniques we have developed.
in list: Eye Control
ABSTRACT
Welcome to the course: Gazing at Games: Using Eye Tracking to Control Virtual Characters. I will start with a short introduction of the course which will give you an idea of its aims and structure. I will also talk a bit about my background and research interests and motivate why I think this work is important.
in list: Eye Control
ABSTRACT
Conducting psychophysiological experiments that measure how players experience digital games not only allows investigating the effects digital games have on players, it also gives game developers a tool to validate game design. In order to rapidly develop digital games that can be used as stimuli in psychophysiological experiments, a coherent and flexible development environment is required. A development environment that allows researchers to design their experiments, build the stimulus game and easily integrate all required data acquisition functionality into it.
Throughout this thesis, such an environment for rapid development of stimulus games that employ logging of psychophysiological data will be designed and implemented. Methods for gathering player related data in digital games and related fields of application will be compared, in order to establish a theoretical foundation for the conception of a logging framework. Based on this, game engines, development suites and frameworks will be reviewed, leading to the selection of the XNA framework and the Torque X Engine as suitable technologies for the implementation of this logging framework.
The logging framework will be implemented as a set of Torque X components and an example game will be developed in order to demonstrate the application of the framework and the different logging components. Finally, the choice of C#, XNA and the Torque X Engine for development, the impact of the logging framework in accelerating the development of stimulus games, as well as prospects for the future development of the logging framework will\nbe discussed.
in list: HCI & Usability
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.
in list: HCI & Usability
ABSTRACT
Despite the word's common usage by gamers and reviewers alike, it is still not clear what immersion means. This paper explores immersion further by investigating whether immersion can be defined quantitatively, describing three experiments in total. The first experiment investigated participants' abilities to switch from an immersive to a non-immersive task. The second experiment investigated whether there were changes in participants' eye movements during an immersive task. The third experiment investigated the effect of an externally imposed pace of interaction on immersion and affective measures (state anxiety, positive affect, negative affect). Overall the findings suggest that immersion can be measured subjectively (through questionnaires) as well as objectively (task completion time, eye movements). Furthermore, immersion is not only viewed as a positive experience: negative emotions and uneasiness (i.e. anxiety) also run high.
in list: HCI & Usability
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.
in list: HCI & Usability , Eye Control
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