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 avatar according to the attention deployed by the player; and (2) guide the gameplay and game’s procedural content generation, accordingly. This results in a more natural use of eye tracking in comparison to a use in which the eye tracker directly substitutes control input devices, such as gamepads. The study was conducted on a custom endless runner FPS, Zombie Runner, using an affordable eye tracker. Evaluation sessions showed that the proposed use of eye tracking provides a more challenging and immersive experience to the player, when compared to its absence. However, a strong correlation between eye tracker calibration problems and player’s overall experience was found. This means that eye tracking technology still needs to evolve but also means that once technology gets mature enough players are expected to benefit greatly from the inclusion of eye tracking in their gaming experience.
Bearing the limitations of using eye tracking as a simple direct control input in mind, we propose to use it to control the attention of the player's avatar and the game's procedural content generation. This use of eye tracking is focused in mapping the mental state of the player and her his avatar, which we believe to be much more natural and useful than controlling a pointer with the eyes, which has no mapping to real life. Another alternative and interesting use of eye tracking, not tackled in this paper, is to know when to actively redirect the player's attention @cite_33 .
@cite_33
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We present a study that explores the use of a commercially available eye tracker as a control device for video games. We examine its use across multiple gaming genres and present games that utilize the eye tracker in a variety of ways. First, we describe a first-person shooter that uses the eyes to control orientation. Second, we study the use of eye movements for more natural interaction with characters in a role playing game. And lastly, we examine the use of eye tracking as a means to control a modified version of the classic action arcade game Missile Command. Our results indicate that the use of an eye tracker can increase the immersion of a video game and can significantly alter the gameplay experience. The quality and availability of eye tracking equipment has been increasing while costs have been decreasing. These trends increase the possibility of using eye trackers for entertainment purposes. Games that can be controlled solely through movement of the eyes would be accessible to persons with decreased limb mobility or control. On the other hand, use of eye tracking can change the gaming experience for all players, by offering richer input and enabling attention-aware games. Eye tracking is not currently widely supported in gaming, and games specifically developed for use with an eye tracker are rare. This paper reviews past work on eye tracker gaming and charts future development possibilities in different sub-domains within. It argues that based on the user input requirements and gaming contexts, conventional computer games can be classified into groups that offer fundamentally different opportunities for eye tracker input. In addition to the inherent design issues, there are challenges and varying levels of support for eye tracker use in the technical implementations of the games. Abstract—Automated estimation of the allocation of adriver’s visual attention may be a critical component offuture Advanced Driver Assistance Systems. In theory,vision-based tracking of the eye can provide a good estimateof gaze location. In practice, eye tracking from videois challenging because of sunglasses, eyeglass reﬂections,lighting conditions, occlusions, motion blur, and otherfactors. Estimation of head pose, on the other hand, isrobust to many of these effects, but cannot provide as ﬁne-grained of a resolution in localizing the gaze. However,for the purpose of keeping the driver safe, it is sufﬁcientto partition gaze into regions. In this effort, we proposea system that extracts facial features and classiﬁes theirspatial conﬁguration into six regions in real-time. Ourproposed method achieves an average accuracy of 91.4 at an average decision rate of 11 Hz on a dataset of 50drivers from an on-road study.Index Terms—Head pose estimation, gaze tracking, driverdistraction, driver assistance systems, on-road study. This paper presents a system for performance-based character animation that enables any user to control the facial expressions of a digital avatar in realtime. The user is recorded in a natural environment using a non-intrusive, commercially available 3D sensor. The simplicity of this acquisition device comes at the cost of high noise levels in the acquired data. To effectively map low-quality 2D images and 3D depth maps to realistic facial expressions, we introduce a novel face tracking algorithm that combines geometry and texture registration with pre-recorded animation priors in a single optimization. Formulated as a maximum a posteriori estimation in a reduced parameter space, our method implicitly exploits temporal coherence to stabilize the tracking. We demonstrate that compelling 3D facial dynamics can be reconstructed in realtime without the use of face markers, intrusive lighting, or complex scanning hardware. This makes our system easy to deploy and facilitates a range of new applications, e.g. in digital gameplay or social interactions.