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arXiv 1801.01565cs.HC
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眼动追踪在第一人称射击游戏中应用的研究

A Study on the Use of Eye Tracking to Adapt Gameplay and Procedural Content Generation in First-Person Shooter Games

João Antunes, Pedro Santana

摘要:

本文研究了眼动追踪在第一人称射击游戏中的应用,并将其作为一种机制:(1)根据玩家的注意力部署来控制玩家化身的注意力,(2)相应地指导游戏过程和游戏的程序内容生成。与其中眼睛跟踪器直接替代控制输入设备(诸如游戏手柄)的使用相比,这导致眼动追踪的更自然的使用。这项研究是在一个定制的无尽的跑步者FPS,僵尸跑步者,使用负担得起的眼动仪进行的。评估会议表明,与不使用眼动追踪相比,拟议使用的眼动追踪为玩家提供了更具挑战性和身临其境的体验。然而,我们发现眼动仪校准问题与玩家的整体体验之间存在很强的相关性。这意味着眼动追踪技术仍需不断发展,但也意味着一旦技术足够成熟,玩家有望从眼动追踪中获益匪浅。

英文摘要:

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.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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