Modelling virtual camera behaviour through player gaze

Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis
{"title":"Modelling virtual camera behaviour through player gaze","authors":"Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis","doi":"10.1145/2159365.2159380","DOIUrl":null,"url":null,"abstract":"In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.","PeriodicalId":92512,"journal":{"name":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","volume":"91 1","pages":"107-114"},"PeriodicalIF":0.0000,"publicationDate":"2011-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"15","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"FDG : proceedings of the International Conference on Foundations of Digital Games. International Conference on the Foundations of Digital Games","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2159365.2159380","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 15

Abstract

In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the development of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intelligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant differences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Results show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their gameplay behaviour.
通过玩家的注视来模拟虚拟摄像机的行为
在三维虚拟环境中,叙事和交互等方面很大程度上取决于虚拟摄像机的位置和动画。因此,虚拟摄像机控制在玩家体验中起着至关重要的作用,从而影响到电脑游戏的整体质量。游戏产业和游戏人工智能研究都专注于开发越来越复杂的系统,以自动控制虚拟摄像机,将人工智能算法集成到物理模拟中。然而,在业界和学术界,关于虚拟摄像机、游戏玩法和玩家行为之间关系的研究却很少。我们运行了一个游戏用户实验来阐明这种关系,并通过不同的游戏过程,游戏行为和玩家的注视模式来识别相机行为之间的相关差异。结果表明,根据镜头控制作为游戏行为的一部分,我们可以有效地将用户划分到不同的集群中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信