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Navarro, Diego
Publications (2 of 2) Show all publications
Navarro, D. & Sundstedt, V. (2017). Simplifying Game Mechanics: Gaze as an Implicit Interaction Method. In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017: . Paper presented at ACM SIGGRAPH Asia 2017, Bangkok. ACM Digital Library, Article ID 132534.
Open this publication in new window or tab >>Simplifying Game Mechanics: Gaze as an Implicit Interaction Method
2017 (English)In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper, Published paper (Refereed)
Place, publisher, year, edition, pages
ACM Digital Library, 2017
National Category
Computer Systems
Identifiers
urn:nbn:se:bth-15750 (URN)10.1145/3145749.3149446 (DOI)978-1-4503-5406-6 (ISBN)
Conference
ACM SIGGRAPH Asia 2017, Bangkok
Available from: 2018-01-12 Created: 2018-01-12 Last updated: 2018-01-25Bibliographically approved
Sundstedt, V., Navarro, D. & Mautner, J. (2016). Possibilities and challenges with eye tracking in video games and virtual reality applications. In: SA 2016 - SIGGRAPH ASIA 2016 Courses: . Paper presented at 2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China. Association for Computing Machinery (ACM), Article ID a17.
Open this publication in new window or tab >>Possibilities and challenges with eye tracking in video games and virtual reality applications
2016 (English)In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference paper, Published paper (Refereed)
Abstract [en]

Due to an increase in affordable, reliable and non-intrusive eye trackers the technology has recently been used by the video game industry. This course offers participants the opportunity to get an update on research and developments in gaze-based interaction techniques in combination with other sensors. The course consists of three parts: (1) a review of eye tracking analysis and interaction in video games and virtual reality applications, (2) possibilities and challenges with gaze-based interaction, and (3) lessons learned from developing a commercial video game application using eye tracking along with alternative virtual reality technologies. This course is relevant for everyone who is interested in developing games that use eye tracking as an interaction device. The content is suitable for beginners or experienced delegates who want to learn more about the state of the art and future possibilities in eye tracking combined with other sensors as interaction devices. We believe that games and virtual reality applications have just started to incorporate these new techniques and further research and developments are needed in order to evaluate novel ways to enhance gameplay.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2016
Keywords
Curricula, Eye movements, Interactive computer graphics, Stereo vision, Virtual reality, Commercial video, Eye-tracking analysis, Gaze-based interaction, Interaction devices, Research and development, State of the art, Video game industry, Virtual reality technology, Human computer interaction
National Category
Other Computer and Information Science
Identifiers
urn:nbn:se:bth-13765 (URN)10.1145/2988458.2988466 (DOI)2-s2.0-85007256789 (Scopus ID)9781450345385 (ISBN)
Conference
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Available from: 2017-01-16 Created: 2017-01-16 Last updated: 2018-01-13Bibliographically approved
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