Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games.
Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion
眼動追蹤是一個過程,用於識別觀察者正在注視的特定空間和時間點。這些資訊也可以即時用來控制應用程式。最近在電子遊戲產業中的創新包括替代輸入方式,以提供增強的、更具沉浸感的用戶體驗。特別是,眼球注視控制最近被探索作為電子遊戲中的一種輸入方式。本書是為那些有興趣使用眼動追蹤來控制或分析電子遊戲和虛擬環境的人士所作的介紹。關鍵概念通過三個案例研究來說明,其中結合了注視控制和語音識別來控制虛擬角色和應用程式。案例研究中所學到的教訓被呈現出來,並討論了在互動應用程式中整合眼動追蹤的相關問題。讀者將獲得有關人類視覺注意力、眼球運動和眼動追蹤技術的介紹。之前在研究遊戲中的注視行為以及使用眼動追蹤進行電子遊戲互動的工作也將被介紹。最後一章討論了如何進一步發展這一領域的想法,以創造更豐富的虛擬環境中角色和人群的互動。對於那些傳統技術(如滑鼠和鍵盤)可能不理想的殘障使用者來說,電子遊戲中的替代互動方式尤其重要。本書對於希望在遊戲以外的應用中使用注視控制的人士也具有相關性。
目錄:介紹 / 人類視覺系統 / 眼動追蹤 / 電子遊戲中的眼動追蹤 / 注視和語音控制的電子遊戲:案例研究 I 和 II / 注視和語音控制的繪圖:案例研究 III / 結論