Gazing at Games: Using Eye Tracking to Control Virtual Characters

Document type: Conference Presentations
Peer reviewed: Yes
Author(s): Veronica Sundstedt
Title: Gazing at Games: Using Eye Tracking to Control Virtual Characters
Conference name: SIGGRAPH 2010: The 37th International Conference and Exhibition on Computer Graphicss and Interactive Techniques
Year: 2010
City: Los Angeles
Organization: Blekinge Institute of Technology
Department: School of Computing (Sektionen för datavetenskap och kommunikation)
School of Computing S-371 79 Karlskrona
+46 455 38 50 00
http://www.bth.se/com
Authors e-mail: veronica.sundstedt@bth.se
Language: English
Abstract: 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.
Subject: Digital Game Development\General
Computer Science\General
Keywords: Computer games, Eye tracking, Gaze control, Virtual characters
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