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020 _a9783031795527
024 7 _a10.1007/978-3-031-79552-7
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aQA76.9 .H85
_b2012 EB
100 1 _aSundstedt, Veronica
_eautor
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_9687768
245 1 0 _aGazing at Games :
_bAn Introduction to Eye Tracking Control
_cby Veronica Sundstedt
250 _a1st edition 2012
264 1 _aCham
_bSpringer International Publishing
_c2012
300 _a1 recurso en línea (XVII, 95 páginas)
336 _atexto
_btxt
_2rdacontent
337 _aelectrónico
_bc
_2rdamedia
338 _arecurso electrónico
_bcr
_2rdacarrier
347 _aarchivo de texto
_bPDF
490 0 _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.
988 _aSynthesis Collection of Technology_2012
650 7 _2embne
_9155848
_aInteracción hombre-ordenador
650 7 _2embne
_9149839
_aInterfaces de usuario
776 0 8 _iPrinted edition:
_z9783031795510
776 0 8 _iPrinted edition:
_z9783031795534
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-3-031-79552-7
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _b03/2023
_dz
_eb
_zSI