SIGGRAPH ASIA 2016 Courses 2016
DOI: 10.1145/2988458.2988466
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Possibilities and challenges with eye tracking in video games and virtual reality applications

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Cited by 15 publications
(3 citation statements)
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“…Eye-tracking has found applications in the field of video games in various ways. It has been utilized as an input mechanism for controlling games, as a tool for examining player behaviour after gameplay, and as a supplementary method to enhance existing interaction techniques [1]. Specifically, eyetracking technology has been applied in first-person shooter games to assist players in maintaining precise aim even when the target is in motion [2], as well as in the concept design of the first flight simulators to adjust the player's visual perspective [3].…”
Section: Flight Simulator Games Pilotsmentioning
confidence: 99%
“…Eye-tracking has found applications in the field of video games in various ways. It has been utilized as an input mechanism for controlling games, as a tool for examining player behaviour after gameplay, and as a supplementary method to enhance existing interaction techniques [1]. Specifically, eyetracking technology has been applied in first-person shooter games to assist players in maintaining precise aim even when the target is in motion [2], as well as in the concept design of the first flight simulators to adjust the player's visual perspective [3].…”
Section: Flight Simulator Games Pilotsmentioning
confidence: 99%
“…Siggraph Asia course on possibilities and challenges with eye-tracking in video games and VR applications Sundstedt et al (2016) o Review of eye-tracking in video games and VR applications. o Possibilities and challenges with gaze-based interaction.…”
Section: Eye-tracking and Vrmentioning
confidence: 99%
“…Their findings revealed that gaze and brain-computer interface inputs resulted in a decrease in player performance. In [27], Sundstedt et al discussed possibilities and challenges in video games and virtual reality applications. They reported that gaze interaction is novel in games and virtual reality applications and further research is needed to evaluate the possibilities.…”
Section: Gaze Control In Multimodal Contextsmentioning
confidence: 99%