Multimodal Gaze Interaction in 3D Virtual Environments
COGAIN 2008 Communication, Environment and Mobility Control by Gaze ISBN: 978-80-01-04151-2
KEYWORDS:
eye tracking,
games,
usability
ABSTRACT
Nowadays the computer game industry is developing more and more innovative interaction and control methods for user inputs. Nevertheless Gaze tracking, that is a fast natural and intuitive input channel, is not exploited in any commercial computer game, yet. In recent years several research groups started to study gaze tracking devices applied to computer games. In (Isokoschi & Martin, 2006) and (Isokoski et al., 2007) we find a comparison of different input methods, also including gaze tracking, for a first person shooter game. The study in (Dorr et al., 2007) shows that gaze tracking beats mouse control as input modality during a tournament of the classical Breakout game. In (Istance et al., 2008) several uses modes to enable mouse emulation with gaze have been designed and tested avoiding the well-known Midas Touch problem. The methods proposed in that paper have been trialled in Second Life, an internet based 3D virtual world where users can interact with each other through avatars. This paper present 6 different control methods for navigation and interaction in 3D games and reports a usability study on those techniques. Differently from previous works, the present research does not restrict attention to a particular technique or a particular application/game but it extends the evaluation to three different games, that require various skills and input schemes.
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[CCor08] E. Castellina, F. Corno, "Multimodal Gaze Interaction in 3D Virtual Environments," COGAIN 2008 Communication, Environment and Mobility Control by Gaze ISBN: 978-80-01-04151-2 |