Gaze-directed gameplay in first person computer games
Main Author: | |
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Publication Date: | 2017 |
Format: | Master thesis |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/10071/15475 |
Summary: | The use of eye tracking systems in computer games is still at an early stage. Commercial eye trackers and researches have been focusing in gaze-oriented gameplay as an alternative to traditional input devices. This dissertation proposes to investigate the advantages and disadvantages of the use of these systems in computer games. For it, instead of using eye tracking as a simple direct control input, it is proposed to use it in order to control the attention of the player’s avatar (e.g., if the player notices an obstacle in the way, the avatar will notice it too and avoid it) and the game’s procedural content generation (e.g., spawn obstacles in the opposite side of the screen to where the player’s attention is focused). To demonstrate the value of this proposal, it was developed and is herein presented the first-person shooter "Zombie Runner". Tests showed that the implementation meets the stipulated technical requirements and that, although it still needs improvements in terms of precision and robustness, eye tracking technology can be successfully used to to make the player experience more immersive and challenging. |
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Gaze-directed gameplay in first person computer gamesComputer gamesEye trackingGaze-oriented gameplayEngenharia da programaçãoJogo de computadorAtençãoComunicação visualThe use of eye tracking systems in computer games is still at an early stage. Commercial eye trackers and researches have been focusing in gaze-oriented gameplay as an alternative to traditional input devices. This dissertation proposes to investigate the advantages and disadvantages of the use of these systems in computer games. For it, instead of using eye tracking as a simple direct control input, it is proposed to use it in order to control the attention of the player’s avatar (e.g., if the player notices an obstacle in the way, the avatar will notice it too and avoid it) and the game’s procedural content generation (e.g., spawn obstacles in the opposite side of the screen to where the player’s attention is focused). To demonstrate the value of this proposal, it was developed and is herein presented the first-person shooter "Zombie Runner". Tests showed that the implementation meets the stipulated technical requirements and that, although it still needs improvements in terms of precision and robustness, eye tracking technology can be successfully used to to make the player experience more immersive and challenging.A utilização de sistemas de rastreamento ocular em jogos de computador ainda se encontra numa fase embrionária. Aparelhos de rastreamento ocular comerciais e pesquisas na área têm-se focado em jogabilidade à base da atenção visual como uma alternativa a métodos de entrada tradicionais. Esta dissertação propõe-se a investigar as vantages e desvantagens do uso destes sistemas em jogos de computador. Para isso, invés de se usar rastreamento ocular apenas como um método directo de entrada, é proposto usá-lo para controlar a atenção do personagem do jogo (e.g., se o jogador reparar num obstáculo, a personagem também repara e desvia-se do mesmo) assim como afectar a geração procedimental do jogo (e.g., gerar obstáculos no lado oposto ao qual o jogador tem a sua atenção focada). Para demonstrar o valor desta proposta, foi desenvolvido e aqui apresentado o jogo de tiros em primeira pessoa "Zombie Runner". Os testes demonstraram que a implementação cumpre os requisitos técnicos estipulados e que, apesar de ainda carecer de melhorias em termos de precisão e robustez, a tecnologia para rastreamento ocular pode ser utilizada com sucesso para tornar a experiência do jogador mais imersiva e desafiante.2018-04-02T13:04:14Z2017-12-19T00:00:00Z2017-12-192017-10info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfapplication/octet-streamhttp://hdl.handle.net/10071/15475TID:201788578engAntunes, João Eirasinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-07-07T02:48:15Zoai:repositorio.iscte-iul.pt:10071/15475Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T18:07:45.352831Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse |
dc.title.none.fl_str_mv |
Gaze-directed gameplay in first person computer games |
title |
Gaze-directed gameplay in first person computer games |
spellingShingle |
Gaze-directed gameplay in first person computer games Antunes, João Eiras Computer games Eye tracking Gaze-oriented gameplay Engenharia da programação Jogo de computador Atenção Comunicação visual |
title_short |
Gaze-directed gameplay in first person computer games |
title_full |
Gaze-directed gameplay in first person computer games |
title_fullStr |
Gaze-directed gameplay in first person computer games |
title_full_unstemmed |
Gaze-directed gameplay in first person computer games |
title_sort |
Gaze-directed gameplay in first person computer games |
author |
Antunes, João Eiras |
author_facet |
Antunes, João Eiras |
author_role |
author |
dc.contributor.author.fl_str_mv |
Antunes, João Eiras |
dc.subject.por.fl_str_mv |
Computer games Eye tracking Gaze-oriented gameplay Engenharia da programação Jogo de computador Atenção Comunicação visual |
topic |
Computer games Eye tracking Gaze-oriented gameplay Engenharia da programação Jogo de computador Atenção Comunicação visual |
description |
The use of eye tracking systems in computer games is still at an early stage. Commercial eye trackers and researches have been focusing in gaze-oriented gameplay as an alternative to traditional input devices. This dissertation proposes to investigate the advantages and disadvantages of the use of these systems in computer games. For it, instead of using eye tracking as a simple direct control input, it is proposed to use it in order to control the attention of the player’s avatar (e.g., if the player notices an obstacle in the way, the avatar will notice it too and avoid it) and the game’s procedural content generation (e.g., spawn obstacles in the opposite side of the screen to where the player’s attention is focused). To demonstrate the value of this proposal, it was developed and is herein presented the first-person shooter "Zombie Runner". Tests showed that the implementation meets the stipulated technical requirements and that, although it still needs improvements in terms of precision and robustness, eye tracking technology can be successfully used to to make the player experience more immersive and challenging. |
publishDate |
2017 |
dc.date.none.fl_str_mv |
2017-12-19T00:00:00Z 2017-12-19 2017-10 2018-04-02T13:04:14Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
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http://hdl.handle.net/10071/15475 TID:201788578 |
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http://hdl.handle.net/10071/15475 |
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eng |
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eng |
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openAccess |
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