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1 |
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|a Sundstedt, Veronica.
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|a Gazing at games :
|b an introduction to eye tracking control /
|c Veronica Sundstedt.
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|a Cham, Switzerland :
|b Springer,
|c ©2012.
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300 |
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|a 1 online resource (xvii, 95 pages) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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1 |
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|a Synthesis lectures on computer graphics and animation,
|x 1933-9003 ;
|v #14
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|a Includes bibliographical references (pages 79-94).
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|a 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.
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|a 1. Introduction -- 1.1 Gaze control -- 1.2 The Midas touch -- 1.3 Book structure.
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|a 2. The human visual system -- 2.1 The physiology of the eye -- 2.2 Eye movements -- 2.3 Bottom-up and top-down visual search -- 2.4 Computational models of visual attention -- 2.5 Inattentional and change blindness.
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|a 3. Eye tracking -- 3.1 Eye tracking applications -- 3.2 Eye tracking methods -- 3.2.1 Video-based eye tracking -- 3.2.2 Calibration -- 3.3 Example eye tracking systems -- 3.4 Eye tracking in user studies -- 3.4.1 Piloting -- 3.4.2 Participants -- 3.4.3 Recording issues -- 3.4.4 Extracting eye movements -- 3.4.5 Visualising eye movements -- 3.5 Gaze data mapping in 3D environments.
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|a 4. Eye tracking in video games -- 4.1 Early gaze-based interaction work -- 4.2 Fixation behavior in video games -- 4.3 Gaze interaction in video games -- 4.4 Other gaze-controlled applications.
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|a 5. Gaze and voice controlled video games: case study I and II -- 5.1 Case study I: Revenge of the killer penguins -- 5.1.1 Game concept -- 5.1.2 Game framework -- 5.1.3 Game features -- 5.1.4 Focus group -- 5.1.5 Conclusions -- 5.2 Case study II: Rabbit run -- 5.2.1 Game concept -- 5.2.2 Game framework -- 5.2.3 User evaluation -- 5.2.4 Results -- 5.2.5 Discussion -- 5.2.6 Conclusions and future work.
|
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|a 6. Gaze and voice controlled drawing: case study III -- 6.1 Application design -- 6.2 Implementation -- 6.2.1 Voice recognition -- 6.2.2 Gaze system -- 6.2.3 Drawing system -- 6.3 User evaluation -- 6.3.1 Participants and setup -- 6.3.2 Procedure and stimulus -- 6.4 Results -- 6.4.1 Statistical analysis -- 6.4.2 Appraisal of results -- 6.4.3 Comments from participants -- 6.5 Conclusions and future work.
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|a 7. Conclusion -- Bibliography -- Author's biography.
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0 |
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|a Online resource; title from PDF title page (Morgan & Claypool, viewed Mar. 7, 2012).
|
590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
|
0 |
|a Human-computer interaction.
|
650 |
|
0 |
|a User interfaces (Computer systems)
|
650 |
|
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|a Video games.
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|a Eye
|x Movements.
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|a Gaze.
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|a Eye contact.
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|a Interfaces utilisateurs (Informatique)
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|a Jeux vidéo.
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|a Œil
|x Mouvements.
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|a Regard.
|
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|a video games.
|2 aat
|
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|a COMPUTERS
|x Interactive & Multimedia.
|2 bisacsh
|
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|
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|a COMPUTERS
|x Social Aspects
|x Human-Computer Interaction.
|2 bisacsh
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|a Eye contact
|2 fast
|
650 |
|
7 |
|a Eye
|x Movements
|2 fast
|
650 |
|
7 |
|a Gaze
|2 fast
|
650 |
|
7 |
|a Human-computer interaction
|2 fast
|
650 |
|
7 |
|a User interfaces (Computer systems)
|2 fast
|
650 |
|
7 |
|a Video games
|2 fast
|
653 |
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|a eye tracking
|
653 |
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|a video games
|
653 |
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|a virtual environments
|
653 |
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|a novel interaction techniques
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|a gaze control
|
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|a voice recognition
|
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|a perception
|
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|a eye movements
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|a visual attention
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|a experimental design
|
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|a case studies
|
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|a analysis
|
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|a lessons learned
|
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|a gaze-based drawing
|
758 |
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|i has work:
|a Gazing at games (Text)
|1 https://id.oclc.org/worldcat/entity/E39PCFtbXdMty8T9MYCyhxbQVP
|4 https://id.oclc.org/worldcat/ontology/hasWork
|
776 |
0 |
8 |
|i Print version:
|a Sundstedt, Veronica.
|t Gazing at games.
|d San Rafael : Morgan & Claypool, 2012
|z 1608456498
|w (OCoLC)759910002
|
830 |
|
0 |
|a Synthesis lectures in computer graphics and animation ;
|v #14.
|x 1933-8996
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=881251
|z Texto completo
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|b BTCP
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