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Gazing at games : an introduction to eye tracking control /

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 prov...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Sundstedt, Veronica
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Cham, Switzerland : Springer, ©2012.
Colección:Synthesis lectures in computer graphics and animation ; #14.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • 1. Introduction
  • 1.1 Gaze control
  • 1.2 The Midas touch
  • 1.3 Book structure.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 7. Conclusion
  • Bibliography
  • Author's biography.