Hendrik Koesling, A. Kenny, A. Finke, H. Ritter, S. McLoone, Tomas E. Ward
{"title":"Towards intelligent user interfaces: anticipating actions in computer games","authors":"Hendrik Koesling, A. Kenny, A. Finke, H. Ritter, S. McLoone, Tomas E. Ward","doi":"10.1145/1983302.1983306","DOIUrl":null,"url":null,"abstract":"The study demonstrates how the on-line processing of eye movements in First Person Shooter (FPS) games helps to predict player decisions regarding subsequent actions. Based on action-control theory, we identify distinct cognitive orientations in pre- and post-decisional phases. Cognitive orientations differ with regard to the width of attention or \"re-ceptiveness\": In the pre-decisional phase players process as much information as possible and then focus on implementing intended actions in the post-decisional phase. Participants viewed animated sequences of FPS games and decided which game character to rescue and how to implement their action. Oculomotor data shows a clear distinction between the width of attention in pre- and post-decisional phases, supporting the Rubicon model of action phases. Attention rapidly narrows when the goal intention is formed. We identify a lag of 800--900 ms between goal formation (\"cognitive Rubicon\") and motor response. Game engines may use this lag to anticipatively respond to actions that players have not executed yet. User interfaces with a gaze-dependent, gaze-controlled anticipation module should thus enhance game character behaviours and make them much \"smarter\".","PeriodicalId":184593,"journal":{"name":"Conference on Novel Gaze-Controlled Applications","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2011-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Conference on Novel Gaze-Controlled Applications","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1983302.1983306","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5
Abstract
The study demonstrates how the on-line processing of eye movements in First Person Shooter (FPS) games helps to predict player decisions regarding subsequent actions. Based on action-control theory, we identify distinct cognitive orientations in pre- and post-decisional phases. Cognitive orientations differ with regard to the width of attention or "re-ceptiveness": In the pre-decisional phase players process as much information as possible and then focus on implementing intended actions in the post-decisional phase. Participants viewed animated sequences of FPS games and decided which game character to rescue and how to implement their action. Oculomotor data shows a clear distinction between the width of attention in pre- and post-decisional phases, supporting the Rubicon model of action phases. Attention rapidly narrows when the goal intention is formed. We identify a lag of 800--900 ms between goal formation ("cognitive Rubicon") and motor response. Game engines may use this lag to anticipatively respond to actions that players have not executed yet. User interfaces with a gaze-dependent, gaze-controlled anticipation module should thus enhance game character behaviours and make them much "smarter".