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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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2469-4215 d 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 thi978-3-031-79551-0978-3-031-79552-7Series ISSN 2469-4215 Series E-ISSN 2469-4223
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Eye Tracking,ion, (2) interpretation of eye positions in the image and (3) tracking of the eyes between frames. This information makes it possible to determine where an observer is gazing in 3D, the . (LOS), or as a 2D point on a plane, which is also referred to as the . (POR) [San Agustin Lopez, 2009]. Eye trac
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Gaze and Voice Controlled Video Games: Case Study I and II,ith gaze instead of using a mouse click or dwell time. This gives a novel and hands free method of game interaction. Given that gaze and voice are entirely hands free it can also have positive implications for disabled users. A few games, such as . Clancy’s .™ by Ubisoft, use voice recognition allow
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Introduction,ce [Bulling, Roggen, and Tröster, 2008]. Traditional input devices include computer mice, keyboards and specific controllers [Isokoski et al., 2009]. Novelties in this industry are input modalities such as . and . The EyeToy® for PlayStation®2 launched in 2003 has a digital camera allowing the playe
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The Human Visual System,ovements, including fixations and saccades. These terms are relevant in order to understand how eye tracking technology works which is presented in Chapter 3. Humans have different sensory systems containing sensory receptors. These convert information from the environment into neural signals that a
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