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Gazing at Games: Using Eye Tracking to Control Virtual Characters
Responsible organisation
2010 (English)Conference paper, Presentation (Refereed) Published
Abstract [en]

This course is for people who are interested in incorporating eye tracking in games and virtual environments. The attendees will be given an introduction to attention, eye movements, and eye tracking technologies. Previous work in the field of gaze in gaming will be presented as well as two case studies in which gaze and voice were used in combination to control virtual characters and their behavior. The first case study “The Revenge of the Killer Penguins” is a third person adventure puzzle game using a combination of non intrusive eye tracking technology and voice recognition for novel game features. The second case study “Rabbit Run” is a first person maze game which was created to compare gaze and voice input with traditional techniques, such as mouse and keyboard. The lessons learned in these case studies and issues relating to incorporating eye tracking in games will be presented. Ideas are also proposed for how this field can be developed further to create richer interaction for characters and crowds in virtual environments.

Place, publisher, year, edition, pages
Los Angeles, 2010.
Keyword [en]
Computer games, Eye tracking, Gaze control, Virtual characters
National Category
Computer Science
Identifiers
URN: urn:nbn:se:bth-7795Local ID: oai:bth.se:forskinfo7576B6FF7AB9E5A8C125774B00430A9AOAI: oai:DiVA.org:bth-7795DiVA: diva2:835457
Conference
SIGGRAPH 2010: The 37th International Conference and Exhibition on Computer Graphicss and Interactive Techniques
Available from: 2012-09-18 Created: 2010-06-23 Last updated: 2015-06-30Bibliographically approved

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CiteExportLink to record
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Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
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