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  • 1.
    Navarro, Diego
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.
    Evaluating player performance and experience in virtual reality game interactions using the htc vive controller and leap motion sensor2019In: VISIGRAPP 2019 - Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, SciTePress , 2019, p. 103-110Conference paper (Refereed)
    Abstract [en]

    An important aspect of virtual reality (VR) interfaces are novel natural user interactions (NUIs). The increased use of VR games requires the evaluation of novel interaction techniques that allow efficient manipulations of 3D elements using the hands of the player. Examples of VR devices that support these interactions include the HTC Vive controller and the Leap Motion sensor. This paper presents a quantitative and qualitative evaluation of player performance and experience in a controlled experiment with 20 volunteering participants. The experiment evaluated the HTC Vive controller and the Leap Motion sensor when manipulating 3D objects in two VR games. The first game was a Pentomino puzzle and the second game consisted of a ball-throwing task. Four interaction techniques (picking up, dropping, rotating, and throwing objects) were evaluated as part of the experiment. The number of user interactions with the Pentomino pieces, the number of ball throws, and game completion time were metrics used to analyze the player performance. A questionnaire was also used to evaluate the player experience regarding enjoyment, ease of use, sense of control and user preference. The overall results show that there was a significant decrease in player performance when using the Leap Motion sensor for the VR game tasks. Participants also reported that hand gestures with the Leap Motion sensor were not as reliable as the HTC Vive controller. However, the survey showed positive responses when using both technologies. The paper also offers ideas to keep exploring the capabilities of NUI techniques in the future. Copyright © 2019 by SCITEPRESS – Science and Technology Publications, Lda. All rights reserved

  • 2.
    Navarro, Diego
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Sundstedt, Veronica
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Simplifying Game Mechanics: Gaze as an Implicit Interaction Method2017In: SIGGRAPH Asia 2017 Technical Briefs, SA 2017, ACM Digital Library, 2017, article id 132534Conference paper (Refereed)
  • 3.
    Sundstedt, Veronica
    et al.
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Navarro, Diego
    Blekinge Institute of Technology, Faculty of Computing, Department of Creative Technologies.
    Mautner, Julian
    Stillalive Studios, SWE.
    Possibilities and challenges with eye tracking in video games and virtual reality applications2016In: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, article id a17Conference 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.

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