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Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games

机译:凝视为第三人称射击视频游戏中的导航和控制机制

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摘要

Gaze as an input mechanic, to this date, has not been widely adopted as a navigation and control mechanism in video games. However, recent advances in the development of affordable hardware, such as portable eyetrackers, have the potential to drive an increasing interest in the design of gaze-induced interaction metaphors in interactive systems. In order to bridge this gap, we designed a prototype third-person shooter video game controllable through traditional inputs (i.e., a console joystick), gaze-based controls (i.e., mediated through an off-the-shelf commercially available eyetracker), or hybrid mechanics. This paper reports the design rationale of the video game and the results of a proof of concept, aiming to comparatively measure user experience and playability of the video game under the influence of traditional and/or gaze-based navigation and control mechanisms. The obtained results show that users preferred hybrid controls for interacting with the game, as it improves performance and provides assistance and useful affordances for enhancing the overall experience. These results are quite promising and provide insights for designing novel gaming mechanics incorporating gaze as an active navigation and control input.
机译:凝视作为输入机修工,迄今未被广泛地被广泛采用视频游戏中的导航和控制机制。然而,最近在经济实惠的硬件(例如便携式眼罩)的发展方面具有潜力可以推动越来越兴趣的互动系统中的凝视诱导的相互作用隐喻的兴趣。为了弥合这一差距,我们设计了一种通过传统输入(即控制台操纵杆),基于凝视的控制(即,通过现成的商业上可获得的眼科遮挡)或混合力学。本文报告了视频游戏的设计理由和概念证明的结果,旨在在传统和/或凝视的导航和控制机制的影响下相对衡量视频游戏的用户体验和可玩性。所获得的结果表明,用户优选的混合控制用于与游戏进行交互,因为它提高了性能,并为提高整体经验提供援助和有用的可供选择。这些结果非常有前途,并为设计凝视为主动导航和控制输入的新型游戏机械设计提供了见解。

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