Related papers: Gameplay experience in a gaze interaction game
In this chapter, we focus on two main categories of visual interaction: body gestures and gaze direction. Our focus on body gestures is motivated by research showing that gesture patterns often change during joint action tasks to become…
As robots operate in increasingly complex and dynamic environments, fast motion re-planning has become a widely explored area of research. In a real-world deployment, we often lack the ability to fully observe the environment at all times,…
To tap into the growing market of cloud gaming, whereby game graphics is rendered in the cloud and streamed back to the user as a video feed, network operators are creating monetizable assurance services that dynamically provision network…
This paper presents a study of the dynamic coupling between a user and a virtual character during body interaction. Coupling is directly linked with other dimensions, such as co-presence, engagement, and believability, and was measured in…
One of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people's pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still…
Adding game elements to higher education is an increasingly common practice. As a result, many recent empirical studies focus on studying the effectiveness of gamified or game-based educational experiences. The findings of these studies are…
Recent research has focused on incorporating media into living environments via color-controlled materials and image display. In particular, grass-based displays have drawn attention as landscape-friendly interactive interfaces. To develop…
We describe nearly fifteen years of General Game Playing experimental research history in the context of reproducibility and fairness of comparisons between various GGP agents and systems designed to play games described by different…
Eye-tracking offers rich insights into student cognition and engagement, but remains underutilized in classroom-facing educational technology due to challenges in data interpretation and accessibility. In this paper, we present the…
This paper investigates the player's body as a system capable of unfamiliar interactive movement achieved through digital mediation in a playful environment. Body interactions in both digital and non-digital environments can be considered…
Advances in eye-tracking control for assistive robotic arms provide intuitive interaction opportunities for people with physical disabilities. Shared control has gained interest in recent years by improving user satisfaction through partial…
This paper outlines the development of a sensory feedback device providing a tangible interface for controlling digital environments, in this example a flight simulator, where the intention for the device is that it is relatively low cost,…
Virtual reality (VR) is not a new technology but has been in development for decades, driven by advances in computer technology. Currently, VR technology is increasingly being used in applications to enable immersive, yet controlled…
Gaze input has been a promising substitute for mouse input for point and select interactions. Individuals with severe motor and speech disabilities primarily rely on gaze input for communication. Gaze input also serves as a hands-free input…
Current gaze input methods for VR headsets predominantly utilize the gaze ray as a pointing cursor, often neglecting depth information in it. This study introduces FocusFlow, a novel gaze interaction technique that integrates focal depth…
Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we…
In this paper, we first position the current dwell selection among gaze-based interactions and its advantages against head-gaze selection, which is the mainstream interface for HMDs. Next, we show how dwell selection and head-gaze selection…
We introduce to VR a novel imperceptible gaze guidance technique from a recent discovery that human gaze can be attracted to a cue that contrasts from the background in its perceptually non-distinctive ocularity, defined as the relative…
Active perception approaches select future viewpoints by using some estimate of the information gain. An inaccurate estimate can be detrimental in critical situations, e.g., locating a person in distress. However the true information gained…
Large-scale public datasets have been shown to benefit research in multiple areas of modern artificial intelligence. For decision-making research that requires human data, high-quality datasets serve as important benchmarks to facilitate…