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Possibilities and challenges with eye tracking in video games and virtual reality applications
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.ORCID-id: 0000-0003-3639-9327
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för kreativa teknologier.ORCID-id: 0000-0003-1503-8856
Stillalive Studios, SWE.
2016 (Engelska)Ingår i: SA 2016 - SIGGRAPH ASIA 2016 Courses, Association for Computing Machinery (ACM), 2016, artikel-id a17Konferensbidrag, Publicerat paper (Refereegranskat)
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.

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2016. artikel-id a17
Nyckelord [en]
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
Nationell ämneskategori
Annan data- och informationsvetenskap
Identifikatorer
URN: urn:nbn:se:bth-13765DOI: 10.1145/2988458.2988466Scopus ID: 2-s2.0-85007256789ISBN: 9781450345385 (tryckt)OAI: oai:DiVA.org:bth-13765DiVA, id: diva2:1065463
Konferens
2016 SIGGRAPH ASIA Courses, SA 2016, Macau, China
Tillgänglig från: 2017-01-16 Skapad: 2017-01-16 Senast uppdaterad: 2025-10-28Bibliografiskt granskad
Ingår i avhandling
1. Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
Öppna denna publikation i ny flik eller fönster >>Biofeedback Interaction: Applying Physiological Methods to Entertainment Video Games
2020 (Engelska)Licentiatavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Biofeedback interaction offers interesting opportunities for video games since it allows player physiological information to be used in novel interaction techniques. Despite several contributions in the area, biofeedback interaction faces a set of challenges relating to its design and implementation. First, it has mainly been used as a method to replace more traditional interaction devices, such as gamepads, mice or keyboards. Also, few of the previous interaction techniques have made an essential use of physiological data: exploring possibilities that could only be developed by involving physiological inputs.

This dissertation explores how different physiological methods, such as electroencephalography, eye tracking, electrocardiography, electrodermal activity, or electromyography, could be used in the design and development of natural user interaction techniques that might be applied to entertainment video games, highlighting technical details for the appropriate use of physiological signals. The research also discusses interaction design principles from a human-computer interaction perspective, evaluates several novel biofeedback interaction techniques with a set of user studies, and proposes ethical considerations for the appropriate exposure to virtual reality and physiological sensor technology.

Results show that the use of biofeedback inputs in novel interaction techniques, vary in complexity and functionality depending on the type of measurements used. They also showed that biofeedback interaction can positively affect player experience since it allows games and virtual reality applications to synchronize with player physiology, making of playing games a personalized experience. Results highlighted that biofeedback interaction can significantly affect player performance, being influenced by the interaction complexity and the reliability of the sensor technology used.

Ort, förlag, år, upplaga, sidor
Karlskrona, Sweden: Blekinge Tekniska Högskola, 2020. s. 156
Serie
Blekinge Institute of Technology Licentiate Dissertation Series, ISSN 1650-2140 ; 9
Nyckelord
Biofeedback, Natural User Interaction, Video Games, Physiology, Entertainment.
Nationell ämneskategori
Annan teknik
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-20730 (URN)978-91-7295-414-4 (ISBN)
Presentation
2020-12-18, J1630, Blekige Institute of Technology, Karlskrona, 12:07 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20170056
Tillgänglig från: 2020-11-13 Skapad: 2020-11-13 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
2. Psychophysiological Interaction: Symbiosis Between Players and Video Games
Öppna denna publikation i ny flik eller fönster >>Psychophysiological Interaction: Symbiosis Between Players and Video Games
2025 (Engelska)Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
Abstract [en]

Psychophysiological interaction offers the opportunity of delivering unique and innovative experiences that synergize with human physiological and psychological nature. Even though several publications have explored the use of psychophysiological interaction in video games in the past, there is still a set of challenges associated with its suitability for commercial entertainment games, and with the assessment of its relationship with the perceived player experience.

This dissertation explores psychophysiological interaction and its implementation within entertainment video games. It presents a review of multiple physiological methods, such as eye tracking, electrodermal activity, or electroencephalography, and discusses the possibilities and challenges that these methodologies offer for the design and implementation of natural user interaction techniques. The dissertation presents a set of user studies that evaluated the efficiency of psychophysiological interaction in desktop and virtual reality video games, and statistically assessed how the variations of player physiological data may relate to their respective changes in the perceived player experience. The dissertation also offers a set of ethical and methodological guidelines for the appropriate design of novel interaction techniques, and for the safe exposure of physiological sensors and virtual reality technologies to the general public.

The results obtained from this research show that the implementation of psychophysiological interaction in entertainment video games tends to positively affect player experience. However, this benefit comes as a tradeoff to player performance and their perceived sense of control. Additionally, the variations in electrodermal activity data, specifically in the skin conductance level, showed a tendency to correlate with negative player experience variables. Finally, psychophysiological interaction should be consistent with the natural behavior and reactions from players, and should be complementary to more traditional game interaction technologies.

Ort, förlag, år, upplaga, sidor
Karlskrona: Blekinge Tekniska Högskola, 2025. s. 100
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2025:13
Nyckelord
Psychophysiology, Biofeedback, Natural User Interaction, Video Games, Virtual Reality, Player Experience
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-28823 (URN)978-91-7295-514-1 (ISBN)
Disputation
2025-12-10, J1630, Valhallavägen 1, Karlskrona, 09:00 (Engelska)
Opponent
Handledare
Forskningsfinansiär
KK-stiftelsen, 20220068KK-stiftelsen, 20170056
Tillgänglig från: 2025-11-05 Skapad: 2025-10-28 Senast uppdaterad: 2025-11-19Bibliografiskt granskad

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Sundstedt, VeronicaNavarro, Diego

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