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Simplifying game mechanics: gaze as an implicit interaction method

Published: 27 November 2017 Publication History

Abstract

This paper explores the possibilities of using player gaze as an implicit interaction method, to simplify game mechanics in a space shooting video game. First, a set of five experienced players were eye-tracked while playing the game Ikaruga where gaze information was recorded. The observed gaze patterns from these players were used to design two novel implicit interaction techniques. The techniques aimed to reduce the complexity of common game mechanics from this genre. Two video game prototypes were then developed. Both made use of traditional mechanics, but only one featured the gaze-based implicit interaction techniques (Figure 1). Nine participants then played both prototypes in a user study. A questionnaire was used to evaluate their experience with the implicit interaction techniques. Also, the final scores of each player were recorded to analyze if there was any significant change in performance between the prototypes, due to an unfair advantage provided by the interaction techniques. Results show that participants had an overall positive experience and agreeing that the gaze interaction provided a game mechanic simplification. Additionally, there was no significant difference in the score results when comparing both of the interaction techniques.

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  • (2024)Eye Ball: Gazing as a Dilemma in a Competitive Virtual Reality GameExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650876(1-7)Online publication date: 11-May-2024
  • (2023)Leap to the Eye: Implicit Gaze-based Interaction to Reveal Invisible Objects for Virtual Environment Exploration2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00036(214-222)Online publication date: 16-Oct-2023
  • (2022)GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495006:CHI PLAY(1-25)Online publication date: 31-Oct-2022
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cover image ACM Conferences
SA '17: SIGGRAPH Asia 2017 Technical Briefs
November 2017
108 pages
ISBN:9781450354066
DOI:10.1145/3145749
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 27 November 2017

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Author Tags

  1. eye tracking
  2. game mechanic simplification
  3. gaze interaction
  4. implicit interaction
  5. video games

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SA '17
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SA '17: SIGGRAPH Asia 2017
November 27 - 30, 2017
Bangkok, Thailand

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Overall Acceptance Rate 178 of 869 submissions, 20%

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Cited By

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  • (2024)Eye Ball: Gazing as a Dilemma in a Competitive Virtual Reality GameExtended Abstracts of the CHI Conference on Human Factors in Computing Systems10.1145/3613905.3650876(1-7)Online publication date: 11-May-2024
  • (2023)Leap to the Eye: Implicit Gaze-based Interaction to Reveal Invisible Objects for Virtual Environment Exploration2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00036(214-222)Online publication date: 16-Oct-2023
  • (2022)GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration GamesProceedings of the ACM on Human-Computer Interaction10.1145/35495006:CHI PLAY(1-25)Online publication date: 31-Oct-2022
  • (2022)Feasibility of Longitudinal Eye-Gaze Tracking in the WorkplaceProceedings of the ACM on Human-Computer Interaction10.1145/35308896:ETRA(1-21)Online publication date: 13-May-2022
  • (2022)Automated gaze-based mind wandering detection during computerized learning in classroomsUser Modeling and User-Adapted Interaction10.1007/s11257-019-09228-529:4(821-867)Online publication date: 11-Mar-2022
  • (2021)Biofeedback Methods in Entertainment Video GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746955:CHI PLAY(1-32)Online publication date: 6-Oct-2021
  • (2021)EyestheticsProceedings of the ACM on Human-Computer Interaction10.1145/34746865:CHI PLAY(1-24)Online publication date: 5-Oct-2021
  • (2021)Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video GamesHCI in Games: Experience Design and Game Mechanics10.1007/978-3-030-77277-2_4(45-56)Online publication date: 24-Jul-2021
  • (2020)See, Feel, MoveProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376401(1-14)Online publication date: 21-Apr-2020
  • (2019)Towards Designing Diegetic Gaze in Games: The Use of Gaze Roles and MetaphorsMultimodal Technologies and Interaction10.3390/mti30400653:4(65)Online publication date: 21-Sep-2019
  • Show More Cited By

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