Artigo em revista científica Q2
A study on the use of eye tracking to adapt gameplay and procedural content generation in first-person shooter games
João Antunes (Antunes, J.); Pedro Santana (Santana, P.);
Título Revista
Multimodal Technologies and Interaction
Ano (publicação definitiva)
2018
Língua
Inglês
País
Estados Unidos da América
Mais Informação
Web of Science®

Esta publicação não está indexada na Web of Science®

Scopus

N.º de citações: 24

(Última verificação: 2024-04-22 07:17)

Ver o registo na Scopus


: 1.5
Google Scholar

N.º de citações: 35

(Última verificação: 2024-04-22 13:27)

Ver o registo no Google Scholar

Abstract/Resumo
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a mechanism to: (1) control the attention of the player’s avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player’s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.
Agradecimentos/Acknowledgements
--
Palavras-chave
Computer games,Eye tracking,Gaze-oriented gameplay
  • Ciências da Computação e da Informação - Ciências Naturais
  • Medicina Básica - Ciências Médicas
Registos de financiamentos
Referência de financiamento Entidade Financiadora
UID/EEA/50008/2013 Fundação para a Ciência e a Tecnologia