Modelling virtual camera behaviour through player gaze

A. Picardi, Paolo Burelli, Georgios N. Yannakakis

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8 Citationer (Scopus)

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 game-play behaviour.
OriginalsprogEngelsk
TitelProceedings of the 6th International Conference on the Foundations of Digital Games, FDG 2011
Antal sider8
ForlagAssociation for Computing Machinery
Publikationsdato1 jan. 2011
Sider107-114
DOI
StatusUdgivet - 1 jan. 2011
Udgivet eksterntJa
Begivenhed6th International Conference on Foundations of Digital Games - Bordeaux, Frankrig
Varighed: 29 jun. 20111 jul. 2011
Konferencens nummer: 6

Konference

Konference6th International Conference on Foundations of Digital Games
Nummer6
Land/OmrådeFrankrig
ByBordeaux
Periode29/06/201101/07/2011

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