Gazing at Games (Record no. 85275)

000 -LEADER
fixed length control field 03859nam a22004935i 4500
001 - CONTROL NUMBER
control field 978-3-031-79552-7
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240730164055.0
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 220601s2012 sz | s |||| 0|eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
ISBN 9783031795527
-- 978-3-031-79552-7
082 04 - CLASSIFICATION NUMBER
Call Number 510
100 1# - AUTHOR NAME
Author Sundstedt, Veronica.
245 10 - TITLE STATEMENT
Title Gazing at Games
Sub Title An Introduction to Eye Tracking Control /
250 ## - EDITION STATEMENT
Edition statement 1st ed. 2012.
300 ## - PHYSICAL DESCRIPTION
Number of Pages XVII, 95 p.
490 1# - SERIES STATEMENT
Series statement Synthesis Lectures on Computer Graphics and Animation,
505 0# - FORMATTED CONTENTS NOTE
Remark 2 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.
520 ## - SUMMARY, ETC.
Summary, etc 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.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
General subdivision Digital techniques.
856 40 - ELECTRONIC LOCATION AND ACCESS
Uniform Resource Identifier https://doi.org/10.1007/978-3-031-79552-7
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type eBooks
264 #1 -
-- Cham :
-- Springer International Publishing :
-- Imprint: Springer,
-- 2012.
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-- text
-- txt
-- rdacontent
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-- computer
-- c
-- rdamedia
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-- online resource
-- cr
-- rdacarrier
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-- text file
-- PDF
-- rda
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematics.
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Image processing
650 #0 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer vision.
650 14 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Mathematics.
650 24 - SUBJECT ADDED ENTRY--SUBJECT 1
-- Computer Imaging, Vision, Pattern Recognition and Graphics.
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
-- 1933-9003
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-- ZDB-2-SXSC

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