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| 003 | ES-MaUEC | ||
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| 007 | cr nn 008mamaa | ||
| 008 | 220601s2012 sz | o |||| 0|eng d | ||
| 020 | _a9783031795527 | ||
| 024 | 7 |
_a10.1007/978-3-031-79552-7 _2doi |
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| 040 |
_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aQA76.9 .H85 _b2012 EB |
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| 100 | 1 |
_aSundstedt, Veronica _eautor _4aut _4http://id.loc.gov/vocabulary/relators/aut _9687768 |
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| 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 |
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| 300 | _a1 recurso en línea (XVII, 95 páginas) | ||
| 336 |
_atexto _btxt _2rdacontent |
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| 337 |
_aelectrónico _bc _2rdamedia |
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| 338 |
_arecurso electrónico _bcr _2rdacarrier |
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| 347 |
_aarchivo de texto _bPDF |
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| 490 | 0 |
_aSynthesis Lectures on Computer Graphics and Animation _x1933-9003 |
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| 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 |
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| 650 | 7 |
_2embne _9149839 _aInterfaces de usuario |
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| 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 |
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| 998 |
_b03/2023 _dz _eb _zSI |
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