Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play 2018
DOI: 10.1145/3242671.3242699
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Empirical Evaluation of Hybrid Gaze-Controller Selection Techniques in a Gaming Context

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Cited by 7 publications
(1 citation statement)
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“…If not, one could assume that a well-established input form, such as a mouse, would be sufficient to achieve a similar or even better result. By doing so, we want to contribute to the research body of comparative studies in the field of gaze vs. mouse (e.g., [49][50][51][52][53][54][55]). left image: in CrossG, players interact via a mouse (look around, pointing) and a keyboard (WASD-movement, crouching); the guidance (i.e., vignette effect) is driven by the current crosshair position that is pinned to the center of the screen, right image: in GazeG, players move in the same way as in CrossG (i.e., mouse and keyboard); in this condition, the guidance is decoupled from the screen's center and is driven via the player's gaze position.…”
Section: Conditionmentioning
confidence: 99%
“…If not, one could assume that a well-established input form, such as a mouse, would be sufficient to achieve a similar or even better result. By doing so, we want to contribute to the research body of comparative studies in the field of gaze vs. mouse (e.g., [49][50][51][52][53][54][55]). left image: in CrossG, players interact via a mouse (look around, pointing) and a keyboard (WASD-movement, crouching); the guidance (i.e., vignette effect) is driven by the current crosshair position that is pinned to the center of the screen, right image: in GazeG, players move in the same way as in CrossG (i.e., mouse and keyboard); in this condition, the guidance is decoupled from the screen's center and is driven via the player's gaze position.…”
Section: Conditionmentioning
confidence: 99%