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A study on the use of eye tracking to adapt gameplay and procedural content generation in first-person shooter games

机译:关于使用眼动追踪来适应游戏玩法和程序的研究   第一人称射击游戏中的内容生成

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摘要

This paper studies the use of eye tracking in a First-Person Shooter (FPS)game as a mechanism to (1) control the attention of the player's avataraccording to the attention deployed by the player and (2) guide the gameplayand game's procedural content generation, accordingly. This results in a morenatural use of eye tracking in comparison to a use in which the eye trackerdirectly substitutes control input devices, such as gamepads. The study wasconducted on a custom endless runner FPS, Zombie Runner, using an affordableeye tracker. Evaluation sessions showed that the proposed use of eye trackingprovides a more challenging and immersive experience to the player, whencompared to its absence. However, a strong correlation between eye trackercalibration problems and player's overall experience was found. This means thateye tracking technology still needs to evolve but also means that oncetechnology gets mature enough players are expected to benefit greatly from theinclusion of eye tracking in their gaming experience.
机译:本文研究了在第一人称射击游戏(FPS)中使用眼动追踪的机制,该机制是(1)根据玩家部署的注意力来控制玩家头像的注意力,以及(2)指导游戏玩法和游戏程序内容的产生,因此。与眼动仪直接替代控制输入设备(例如游戏手柄)的使用相比,这导致了眼动追踪的更自然的使用。该研究是使用负担得起的眼动仪在定制的无休止跑步机FPS Zombie Runner上进行的。评估会议显示,与不使用眼动追踪相比,拟议的眼动追踪使用为玩家带来了更具挑战性和身临其境的体验。但是,发现眼动仪校准问题与玩家的整体体验之间存在很强的相关性。这意味着眼动追踪技术仍需要发展,但也意味着一旦技术成熟,玩家就有望从将眼动追踪纳入其游戏体验中受益匪浅。

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