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001 | 978-3-031-79552-7 | ||
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007 | cr nn 008mamaa | ||
008 | 220601s2012 sz | s |||| 0|eng d | ||
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_a9783031795527 _9978-3-031-79552-7 |
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024 | 7 |
_a10.1007/978-3-031-79552-7 _2doi |
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100 | 1 |
_aSundstedt, Veronica. _eauthor. _4aut _4http://id.loc.gov/vocabulary/relators/aut _981952 |
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245 | 1 | 0 |
_aGazing at Games _h[electronic resource] : _bAn Introduction to Eye Tracking Control / _cby Veronica Sundstedt. |
250 | _a1st ed. 2012. | ||
264 | 1 |
_aCham : _bSpringer International Publishing : _bImprint: Springer, _c2012. |
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300 |
_aXVII, 95 p. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aSynthesis Lectures on Computer Graphics and Animation, _x1933-9003 |
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505 | 0 | _aIntroduction -- The Human Visual System -- Eye Tracking -- Eye Tracking in Video Games -- Gaze and Voice Controlled Video Games: Case Study I and II -- Gaze and Voice Controlled Drawing: Case Study III -- Conclusion. | |
520 | _aEye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field 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 this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion. | ||
650 | 0 |
_aMathematics. _911584 |
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650 | 0 |
_aImage processing _xDigital techniques. _94145 |
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650 | 0 |
_aComputer vision. _981953 |
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650 | 1 | 4 |
_aMathematics. _911584 |
650 | 2 | 4 |
_aComputer Imaging, Vision, Pattern Recognition and Graphics. _931569 |
710 | 2 |
_aSpringerLink (Online service) _981954 |
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773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031795510 |
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_iPrinted edition: _z9783031795534 |
830 | 0 |
_aSynthesis Lectures on Computer Graphics and Animation, _x1933-9003 _981955 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-79552-7 |
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