Where do they look at? Analysis of gaze interaction in children while playing a puzzle game

Maite Frutos Pascual, B. G. Zapirain, Q. Mehdi
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引用次数: 2

Abstract

In recent years the usage of video-games in education, therapies and training, has risen sharply. The adaptation of serious games to users' needs may offer new enriching learning environments. Eye tracking sensors collect information about the location and duration of eye movements within a specific area on a computer monitor. This paper presents a usability analysis of users' eye movements while using the set of puzzle games. For this purpose a set of data collected from 63 children with an average age of 9.95 (SD = 1.21) and different attention skills is analyzed during their interaction with a set of puzzle games. Fixation data is extracted and analyzed as regards of where do they look first and most. These resources should be complemented with other interaction records, but they are interesting for creating optimized user interfaces.
他们会看哪里?儿童玩益智游戏时凝视互动分析
近年来,电子游戏在教育、治疗和培训方面的应用急剧增加。根据用户需求调整严肃游戏可能会提供新的丰富的学习环境。眼动追踪传感器在电脑显示器上收集有关特定区域内眼球运动的位置和持续时间的信息。本文对用户在玩益智游戏时的眼球运动进行了可用性分析。为此,我们收集了63名平均年龄为9.95岁(SD = 1.21)、注意力技能不同的儿童在一组益智游戏中的互动数据进行分析。固定数据被提取和分析,根据他们首先看到和最多的地方。这些资源应该与其他交互记录相补充,但它们对于创建优化的用户界面很有意义。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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