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Gaze-based interaction with massively multiplayer on-line games

Published: 04 April 2009 Publication History

Abstract

People with motor impairments can benefit greatly from being able to take part in Massively Multiplayer On-line Games, such as World of Warcraft. We are investigating how to use eye gaze as a high bandwidth input modality for the range of tasks necessary to participate in the game. We approach this from two directions; in the bottom-up approach we iteratively implement and eva-luate various gaze-interaction techniques, and in the top-down approach we analyze the interaction in MMOGs and develop a theory to map games tasks to gaze-based interaction techniques. We present preliminary results from a recently conducted set of trials which have studied how well tasks in World of Warcraft can be carried out using gaze only. We describe this in the context of the whole project.

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References

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Hyrskykari, A., Majaranta, P. and Räihä, K-J. From Gaze Control to Attentive Interfaces. In Proc. HCII 2005, Las Vegas (2005). Available at http:// www.cs.uta.fi/hci/gaze/docs/Hyrskykari--HCII2005.pdf
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Tanriverdi, V. and Jacob, R. J. Interacting with eye movements in virtual environments. In Proc CHI '00. ACM Press (2000), 265--272.
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Isokoski, P., Hyrskykari, A., Kotkaluoto, S. and Martin, B. Gamepad and eye tracker input in FPS games; data for the first 50 minutes. Proc. Cogain Conference 2007, 11--15.
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Jönsson, E. If looks could kill -- an evaluation of eye tracking in computer games, Master's thesis, Royal Institute of Technology, Stockholm (2005).
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Smith, J. and Graham, T. C. N. Use of eye move--ments for video game control, In Proc. ACE '06, ACM Press (2006), 20.
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Istance, H., Bates, R., Hyrskykari, A., and Vickers, S. Snap clutch, a moded approach to solving the Midas touch problem. Proc. ETRA '08, ACM Press (2008), 221--228.
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Istance, H., Hyrskykari, A., Vickers, S., and Ali, N. User Performance of Gaze-based Interaction with Online Virtual Communities. Proc. COGAIN Conference 2008, 28--32.
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  • (2024)Video game accessibility in the top-level genresUniversal Access in the Information Society10.1007/s10209-024-01154-7Online publication date: 30-Sep-2024
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    cover image ACM Conferences
    CHI EA '09: CHI '09 Extended Abstracts on Human Factors in Computing Systems
    April 2009
    2470 pages
    ISBN:9781605582474
    DOI:10.1145/1520340
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Published: 04 April 2009

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    Author Tags

    1. games
    2. gaze control
    3. interaction techniques
    4. virtual communities

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    CHI EA '09 Paper Acceptance Rate 385 of 1,130 submissions, 34%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Video game accessibility in the top-level genresUniversal Access in the Information Society10.1007/s10209-024-01154-7Online publication date: 30-Sep-2024
    • (2022)The Eye in Extended Reality: A Survey on Gaze Interaction and Eye Tracking in Head-worn Extended RealityACM Computing Surveys10.1145/349120755:3(1-39)Online publication date: 25-Mar-2022
    • (2022)Validation and Prioritization of Design Options for Accessible Player ExperiencesInteracting with Computers10.1093/iwc/iwac01733:6(641-656)Online publication date: 20-Jun-2022
    • (2022)Gazing at GamesundefinedOnline publication date: 21-Mar-2022
    • (2019)Who Gets to Play? Disability, Open Literacy, GamingCultural Science Journal10.5334/csci.12811:1(111-125)Online publication date: 10-Dec-2019
    • (2016)Possibilities and challenges with eye tracking in video games and virtual reality applicationsSIGGRAPH ASIA 2016 Courses10.1145/2988458.2988466(1-150)Online publication date: 28-Nov-2016
    • (2016)The Emergence of EyePlayProceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play10.1145/2967934.2968084(171-185)Online publication date: 16-Oct-2016
    • (2016)Embodied Interaction in Play: Body-Based and Natural Interaction in GamesEntertainment Computing and Serious Games10.1007/978-3-319-46152-6_15(378-401)Online publication date: 6-Oct-2016
    • (2014)The use of gaze to control dronesProceedings of the Symposium on Eye Tracking Research and Applications10.1145/2578153.2578156(27-34)Online publication date: 26-Mar-2014
    • (2013)Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking InterfaceACM Transactions on Accessible Computing10.1145/25148565:1(1-33)Online publication date: 1-Sep-2013
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