Eye gaze and head gaze in collaborative games

O. Špakov, H. Istance, Kari-Jouko Räihä, Tiia Viitanen, H. Siirtola
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引用次数: 22

Abstract

We present an investigation of sharing the focus of visual attention between two players in a collaborative game, so that where one player was looking was visible to the other. The difference between using head-gaze and eye-gaze to estimate the point of regard was studied, the motive being that recording head-gaze is easier and cheaper than eye-gaze. Two experiments are reported, the first investigates the effect of a high immersion presentation of the game in VR Head Mounted Display compared with a lower immersion desktop presentation. The second examines the high immersion condition in more detail. The studies show that in spite of there being many factors that could affect the outcome of a relatively short period of game play, sharing eye-gaze in the high immersion condition produces shorter overall durations and better subjective ratings of team work than does sharing head-gaze. This difference is not apparent in the low immersion condition. The findings are a good argument for exploiting the opportunities for including and using eye tracking within head mounted displays in the context of collaborative games.
合作游戏中的眼睛注视和头部注视
我们提出了一项关于在合作游戏中两名玩家之间分享视觉注意力焦点的调查,以便一名玩家看到另一名玩家。研究了用头凝视和眼凝视来估计关注点的区别,其动机是记录头凝视比记录眼凝视更容易和更便宜。报告了两个实验,第一个研究了VR头戴式显示器中游戏的高沉浸感呈现与低沉浸感桌面呈现的效果。第二部分更详细地考察了高浸没条件。研究表明,尽管有许多因素会影响相对较短时间的游戏结果,但在高度沉浸状态下分享眼睛注视会产生较短的整体持续时间和更好的团队合作主观评分。这种差异在低浸水条件下不明显。这一发现很好地证明了在协作游戏的背景下,在头戴式显示器中加入和使用眼动追踪的可能性。
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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