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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Eye Tracking as an Additional Input Method in Video Games : Using Player Gaze to Improve Player Immersion and Performance

Ejdemyr, Niclas January 2016 (has links)
Context. Gaze based interaction in video games is still a developing field, and is mostly used as an off-line evaluation tool or a replacement for traditional input methods. This thesis will look closer at the prospect of using eye tracking as an additional input to be used alongside the traditional methods of input to improve the immersion and performance of the player. Objectives. To implement a gaze based interaction method into arst person adventure in a way to improve player performance and immersion. Method. Using the Tobii REX eye tracker, 18 volunteers participated in an experiment. They played two versions of a game in an controlled environment. The versions had the same mechanics and game elements but only one of them had eye tracking implemented. After the experiment the participants answered nine questions about which prototype they preferred. Results. All participants' scores were in all cases but one, lower when using the eye tracking input method, compared to the traditional one.The time it took for the participants to complete the game was longer for everybody. 16 out of 18 players also felt more immersed in the game while using eye tracking compared to playing with the traditional input method. Conclusions. The results from the experiments provided evidence that the interaction method designed for this thesis did not improve player performance. The results also showed that the interaction method did improve immersion for most players.
2

Improving Player Performance by Developing Gaze Aware Games

Navarro, Diego January 2014 (has links)
Context. Eye tracking technology has been applied to video games, mainly, as an offline analysis tool or as an input for game control. Nevertheless, eye tracking systems applied to video games is a topic considered to be on an infant state that requires further development. The following study explore a different approach in how eye tracking systems can be used for video game interaction. Objectives. By implementing a gaze based interaction technique, a gaze aware space shooting game will be developed in order to provide in-game assistance that could improve player's performance. Method. With the help of a Tobii REX eye traking system, a set of 26 volunteers played two video games in a controlled environment. Both of the games had the same mechanics and elements, but only one of them implemented the gaze based interaction technique. The player performance was calculated in terms of the time needed by the players to finish each of the games. A statistic significance analysis was done in order to determine if the testing data provided sufficient evidence to conclude a performance improvement. Results. The results showed a reduction on the time needed to finish the game on the gaze aware prototype, having an average time difference of 74.03 seconds and overcoming a confidence level of 99.9\% when submitting the testing data to a paired t-Test. Also, the majority of the players chose the gaze aware game as the most enjoyable, in terms of their personal preferences. Conclusions. The testing results provided sufficient evidence to conclude that the gaze aware game improved the performance of all of the selected participants. This study provides a starting point for further development of eye tracking systems as a task assisting method on video game interaction.
3

Using gaze aware regions in eye tracking calibration for users with low-attention span / Användning av regioner medvetna om blicken inom kalibrering av ögonstyrning för personer med låg fokuseringsförmåga

Larsson, Joakim January 2017 (has links)
Eye trackers have enabled users to interact with computers for a long time. Yet, there are still many challenges left to be solved to make the interaction easy for users with development disabilities. Especially, when it comes to setup eye tracking where calibration of the eye tracker is important to get accurate estimation of where users are looking. This paper presents a study in which three modified versions of a calibration interface for eye trackers has been designed and evaluated by nine participants with development disabilities. These calibration interfaces used regions that were aware of when a user gazed at them, gaze-aware regions, and varied in the speed of which a stimulus moved during the calibration and how quickly the regions around the stimulus grew. Data was collected for each interface about interaction with the gaze-aware regions, time to complete a calibration, how many calibration points that were completed and gaze offset from the stimulus. No statistically significance was found between the modified interfaces for its efficiency, effectiveness and accuracy. However, a stimulus moving quicker and a gaze-aware region growing faster indicated a more effective and efficient calibration method without loss in accuracy. Also, if only screen engagement is involved using smooth-pursuit calibration could improve the calibration process. / Ögonstyrning har under en längre tid möjliggjort interaktion för användare. Dock är det fortfarande många utmaningar för att göra interaktionen lätt för användare med intellektuella funktionsnedsättningar. Framförallt när det kommer till inställningar för ögonstyrning, där kalibrering har visat sig vara viktigt för att ge en noggrann uppskattning vart användarna fokuserar. Denna rapport presenterar en studie där tre modifierade versioner av ett kalibreringsgränsnitt för ögonstyrning har blivit designat och utvärderat av nio deltagare med låg fokuseringsförmåga. Dessa gränssnitt använde regioner som var medvetna när en användare tittade inom dom, så kallade blickmedvetna regioner, och varierade i vilken hastighet ett stimuli rörde sig och hur snabbt regionerna runt ett stimuli växte. Data samlades in för varje gränssnitt om interaktionen med de blickmedvetna regionerna, tiden för att genomföra kalibreringen, antal avklarade kalibreringspunkter och avståndet mellan användarnas blick och stimuli. Ingen statistisk signifikans hittades mellan de modifierade gränssnitten mellan tidseffektivitet, effektivitet och noggrannhet. Däremot indikerades en mer tidseffektiv och effektiv kalibreringsmetod, utan minskad noggrannhet, genom användningen av ett stimuli som rör sig snabbare med blickmedvetna regioner som växer. Dessutom skulle kalibreringsprocessen kunna förbättras om enbart engagemang med skärmen används genom smooth-pursuit kalibrering

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