Gazing at Games

Gazing at Games
Author: Veronica Sundstedt
Publisher: Springer Nature
Total Pages: 95
Release: 2022-05-31
Genre: Mathematics
ISBN: 3031795520

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Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion

Gazing at Games

Gazing at Games
Author: Veronica Sundstedt
Publisher: Morgan & Claypool Publishers
Total Pages: 116
Release: 2012
Genre: Computers
ISBN: 1608456498

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Eye tracking is a process that identifies a specific point in both space and time that is being looked at by the observer. This information can also be used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This book is an introduction for those interested in using eye tracking to control or analyze video games and virtual environments. Key concepts are illustrated through three case studies in which gaze control and voice recognition have been used in combination to control virtual characters and applications. The lessons learned in the case studies are presented and issues relating to incorporating eye tracking in interactive applications are discussed. The reader will be given an introduction to human visual attention, eye movements and eye tracking technologies. Previous work in the field of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how this field can be developed further to create richer interaction for characters and crowds in virtual environments. Alternative means of interaction in video games are especially important for disabled users for whom traditional techniques, such as mouse and keyboard, may be far from ideal. This book is also relevant for those wishing to use gaze control in applications other than games. Table of Contents: Introduction / The Human Visual System / Eye Tracking / Eye Tracking in Video Games / Gaze and Voice Controlled Video Games: Case Study I and II / Gaze and Voice Controlled Drawing: Case Study III / Conclusion

Game Analytics

Game Analytics
Author: Magy Seif El-Nasr
Publisher: Springer Science & Business Media
Total Pages: 792
Release: 2013-03-30
Genre: Computers
ISBN: 1447147693

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Developing a successful game in today’s market is a challenging endeavor. Thousands of titles are published yearly, all competing for players’ time and attention. Game analytics has emerged in the past few years as one of the main resources for ensuring game quality, maximizing success, understanding player behavior and enhancing the quality of the player experience. It has led to a paradigm shift in the development and design strategies of digital games, bringing data-driven intelligence practices into the fray for informing decision making at operational, tactical and strategic levels. Game Analytics - Maximizing the Value of Player Data is the first book on the topic of game analytics; the process of discovering and communicating patterns in data towards evaluating and driving action, improving performance and solving problems in game development and game research. Written by over 50 international experts from industry and research, it covers a comprehensive range of topics across more than 30 chapters, providing an in-depth discussion of game analytics and its practical applications. Topics covered include monetization strategies, design of telemetry systems, analytics for iterative production, game data mining and big data in game development, spatial analytics, visualization and reporting of analysis, player behavior analysis, quantitative user testing and game user research. This state-of-the-art volume is an essential source of reference for game developers and researchers. Key takeaways include: Thorough introduction to game analytics; covering analytics applied to data on players, processes and performance throughout the game lifecycle. In-depth coverage and advice on setting up analytics systems and developing good practices for integrating analytics in game-development and -management. Contributions by leading researchers and experienced professionals from the industry, including Ubisoft, Sony, EA, Bioware, Square Enix, THQ, Volition, and PlayableGames. Interviews with experienced industry professionals on how they use analytics to create hit games.

Star Crossed

Star Crossed
Author: Alex Roberts
Publisher:
Total Pages:
Release: 2018-12
Genre:
ISBN: 9781945633065

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Thinking With Your Eyes

Thinking With Your Eyes
Author: Ryan Hendrix
Publisher: Think Social Publishing, Inc.
Total Pages: 32
Release: 2021-01-29
Genre: Juvenile Nonfiction
ISBN: 1936943735

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NOTE: This storybook includes a read-aloud option which is accessible on Google and IOS devices. Blast off with the gang to an alien planet in outer space. In storybook 3 of the We Thinkers! Vol. 1 social emotional learning curriculum for ages 4-7, Molly, Evan, Jesse, and Ellie learn how to communicate with friendly aliens by thinking with their eyes since they don’t speak Bleep! Bleep! Bloop! They quickly learn that our eyes are like arrows that point to what we are looking at and probably thinking about, too. They figure out what the aliens might be thinking and feeling by using their eyes to follow what the alien’s eyes are pointed toward and the expression on its face. It’s so much fun to figure out what’s going on in a situation, communicate, and make new friends—all by using our eyes! Continue building on this important social concept with the fundamental concepts taught in storybooks 4-10, which align with the corresponding teaching units within the related curriculum. Best practice: teach these concepts in order, starting with storybook 1 of 10 while using the corresponding curriculum.

Gazing Games

Gazing Games
Author: Stacie Raucci
Publisher:
Total Pages: 446
Release: 2004
Genre: Vision in literature
ISBN:

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Rules of Play

Rules of Play
Author: Katie Salen Tekinbas
Publisher: MIT Press
Total Pages: 689
Release: 2003-09-25
Genre: Computers
ISBN: 0262299933

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

Theory of Fun for Game Design

Theory of Fun for Game Design
Author: Raph Koster
Publisher: "O'Reilly Media, Inc."
Total Pages: 259
Release: 2005
Genre: Computers
ISBN: 1932111972

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Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.

Treasuring the Gaze

Treasuring the Gaze
Author: Hanneke Grootenboer
Publisher: University of Chicago Press
Total Pages: 262
Release: 2012
Genre: Art
ISBN: 0226309665

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The end of the eighteenth century saw the start of a new craze in Europe: tiny portraits of single eyes that were exchanged by lovers or family members. Worn as brooches or pendants, these minuscule eyes served the same emotional need as more conventional mementoes, such as lockets containing a coil of a loved one’s hair. The fashion lasted only a few decades, and by the early 1800s eye miniatures had faded into oblivion. Unearthing these portraits in Treasuring the Gaze, Hanneke Grootenboer proposes that the rage for eye miniatures—and their abrupt disappearance—reveals a knot in the unfolding of the history of vision. Drawing on Alois Riegl, Jean-Luc Nancy, Marcia Pointon, Melanie Klein, and others, Grootenboer unravels this knot, discovering previously unseen patterns of looking and strategies for showing. She shows that eye miniatures portray the subject’s gaze rather than his or her eye, making the recipient of the keepsake an exclusive beholder who is perpetually watched. These treasured portraits always return the looks they receive and, as such, they create a reciprocal mode of viewing that Grootenboer calls intimate vision. Recounting stories about eye miniatures—including the role one played in the scandalous affair of Mrs. Fitzherbert and the Prince of Wales, a portrait of the mesmerizing eye of Lord Byron, and the loss and longing incorporated in crying eye miniatures—Grootenboer shows that intimate vision brings the gaze of another deep into the heart of private experience. With a host of fascinating imagery from this eccentric and mostly forgotten yet deeply private keepsake, Treasuring the Gaze provides new insights into the art of miniature painting and the genre of portraiture.

Digitized Lives

Digitized Lives
Author: T.V. Reed
Publisher: Routledge
Total Pages: 258
Release: 2014-06-05
Genre: Social Science
ISBN: 1136689966

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In a remarkably short period of time the Internet and associated digital communication technologies have deeply changed the way millions of people around the globe live their lives. But what is the nature of that impact? In chapters examining a broad range of issues—including sexuality, politics, education, race, gender relations, the environment, and social protest movements—Digitized Lives seeks answers to these central questions: What is truly new about so-called "new media," and what is just hype? How have our lives been made better or worse by digital communication technologies? In what ways can these devices and practices contribute to a richer cultural landscape and a more sustainable society? Cutting through the vast—and often contradictory—literature on these topics, Reed avoids both techno-hype and techno-pessimism, offering instead succinct, witty and insightful discussions of how digital communication is impacting our lives and reshaping the major social issues of our era. The book argues that making sense of digitized culture means looking past the glossy surface of techno gear to ask deeper questions about how we can utilize technology to create a more socially, politically, and economically just world. Companion website available at: culturalpolitics.net/digital_cultures