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020 _a9783031795527
_9978-3-031-79552-7
024 7 _a10.1007/978-3-031-79552-7
_2doi
050 4 _aQA1-939
072 7 _aPB
_2bicssc
072 7 _aMAT000000
_2bisacsh
072 7 _aPB
_2thema
082 0 4 _a510
_223
100 1 _aSundstedt, Veronica.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_981952
245 1 0 _aGazing at Games
_h[electronic resource] :
_bAn Introduction to Eye Tracking Control /
_cby Veronica Sundstedt.
250 _a1st ed. 2012.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2012.
300 _aXVII, 95 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
505 0 _aIntroduction -- 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 _aEye 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 _aMathematics.
_911584
650 0 _aImage processing
_xDigital techniques.
_94145
650 0 _aComputer vision.
_981953
650 1 4 _aMathematics.
_911584
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
_931569
710 2 _aSpringerLink (Online service)
_981954
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031795510
776 0 8 _iPrinted edition:
_z9783031795534
830 0 _aSynthesis Lectures on Computer Graphics and Animation,
_x1933-9003
_981955
856 4 0 _uhttps://doi.org/10.1007/978-3-031-79552-7
912 _aZDB-2-SXSC
942 _cEBK
999 _c85275
_d85275