“Gaze and voice based game interaction: the revenge of the killer penguins” by Wilcox, Evans, Pearce, Pollard and Sundstedt

  • ©Tom Wilcox, Mike Evans, Chris Pearce, Nick Pollard, and Veronica Sundstedt

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Title:

    Gaze and voice based game interaction: the revenge of the killer penguins

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Abstract:


    Alternative means of interaction in games are especially important for disabled users for which traditional techniques using mouse and keyboard are not feasible. Apart from voice recognition gaze has lately been used as an input modality in games [Jonsson 2005; ̈ Isokoski and Benoˆıt 2006; Smith and Graham 2006]. We present a 3rd person adventure puzzle game using a novel combination of non intrusive eye tracking technology and voice recognition for game communication. Figure 1 shows the game, and its first person sub games that make use of eye tracker functionality in contrasting ways: a catapult challenge (a) and a staring competition (b).

References:


    1. Isokoski, P., and Benoît, M. 2006. Eye tracker input in first person shooter games. The 2nd Conference on Communication by Gaze Interaction COGAIN 2006: Gazing into the Future.
    2. Jönsson, E. 2005. If looks could kill an evaluation of eye tracking in computer games. Masters Thesis, Royal Institute of Technology, Stockholm, Sweden.
    3. Smith, J. D., and Graham, T. C. N. 2006. Use of eye movements for video game control. ACE ’06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 20. ACM Press.


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