Related papers: Gameplay experience in a gaze interaction game
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
Employing scientific practices to obtain and use information is one of the central facets of next generation science standards. Especially in quantum technology education, the ability to employ such practices is an essential skill to foster…
Emotion recognition,as a step toward mind reading,seeks to infer internal states from external cues.Most existing methods rely on explicit signals-such as facial expressions,speech,or gestures-that reflect only bodily responses and overlook…
In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
A Human Computer Interface (HCI) System for playing games is designed here for more natural communication with the machines. The system presented here is a vision-based system for detection of long voluntary eye blinks and interpretation of…
This work presents a next-generation human-robot interface that can infer and realize the user's manipulation intention via sight only. Specifically, we develop a system that integrates near-eye-tracking and robotic manipulation to enable…
We present a novel approach for determining learners' second language proficiency which utilizes behavioral traces of eye movements during reading. Our approach provides stand-alone eyetracking based English proficiency scores which reflect…
A Space-Time Cube enables analysts to clearly observe spatio-temporal features in movement trajectory datasets in geovisualization. However, its general usability is impacted by a lack of depth cues, a reported steep learning curve, and the…
The gaze of a person tends to reflect their interest. This work explores what happens when this statement is taken literally and applied to robots. Here we present a robot system that employs a moving robot head with a screen-based eye…
The integration of Transparent Displays (TD) in various applications, such as Heads-Up Displays (HUDs) in vehicles, is a burgeoning field, poised to revolutionize user experiences. However, this innovation brings forth significant…
Appearance-based gaze estimation systems have shown great progress recently, yet the performance of these techniques depend on the datasets used for training. Most of the existing gaze estimation datasets setup in interactive settings were…
In this survey I discuss ophthalmic neurophysiology and the experimental considerations that must be made to reduce possible noise in an eye-tracking data stream. I also review the history, experiments, technological benefits and…
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…
This paper represents a game which interacts with humans via hand gesture movement. Nowadays, apps like this seem rare, and there seems to be a window opening for this kind of application to be more prevalent and useful in the near future.…
In this paper, we describe the results of replicating one of our studies from two years ago which compares two techniques for transferring content across multiple screens in VR. Results from the previous study have shown that a combined…
The visual focus of attention (VFOA) has been recognized as a prominent conversational cue. We are interested in estimating and tracking the VFOAs associated with multi-party social interactions. We note that in this type of situations the…
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
Human eye gaze plays a significant role in many virtual and augmented reality (VR/AR) applications, such as gaze-contingent rendering, gaze-based interaction, or eye-based activity recognition. However, prior works on gaze analysis and…