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Titlebook: Gazing at Games; An Introduction to E Veronica Sundstedt Book 2012 Springer Nature Switzerland AG 2012

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書目名稱Gazing at Games
副標題An Introduction to E
編輯Veronica Sundstedt
視頻videohttp://file.papertrans.cn/381/380977/380977.mp4
叢書名稱Synthesis Lectures on Visual Computing: Computer Graphics, Animation, Computational Photography and Imaging
圖書封面Titlebook: Gazing at Games; An Introduction to E Veronica Sundstedt Book 2012 Springer Nature Switzerland AG 2012
描述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 thi
出版日期Book 2012
版次1
doihttps://doi.org/10.1007/978-3-031-79552-7
isbn_softcover978-3-031-79551-0
isbn_ebook978-3-031-79552-7Series ISSN 2469-4215 Series E-ISSN 2469-4223
issn_series 2469-4215
copyrightSpringer Nature Switzerland AG 2012
The information of publication is updating

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Book 2012e 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
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The Human Visual System,ors in the eyes detect light, which is a form of electromagnetic radiation that can be considered to be waves propagating through a medium [Bruce, Georgeson, and Green, 2003]. Humans can only detect light in the visible spectrum, between violet and red, which wavelength is 400-700 nm [Bruce, Georgeson, and Green, 2003].
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https://doi.org/10.1007/978-3-319-33590-2corded and used in offline analysis or as input to real-time applications. Eye trackers measure the physical rotations of the eyes to determine the . or . The point being focused upon on a screen is called a . This information can give us insight into what attracted the attention of an observer or w
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https://doi.org/10.1007/978-3-319-72437-9ncommon to use eye tracking input in video games and there are few games that support eye tracking technology [Isokoski et al., 2009]. Gaze-controlled entertainment applications are a very new area of research and further work is needed before it can be used successfully in the next generation of ga
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