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Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Published

Standard

Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay. / Ramirez Gomez, Argenis; Gellersen, Hans.

Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19)). 2019.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paper

Harvard

Ramirez Gomez, A & Gellersen, H 2019, Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay. in Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19)). https://doi.org/10.1145/3311350.3347150

APA

Ramirez Gomez, A., & Gellersen, H. (2019). Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19)) https://doi.org/10.1145/3311350.3347150

Vancouver

Ramirez Gomez A, Gellersen H. Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19)). 2019 https://doi.org/10.1145/3311350.3347150

Author

Ramirez Gomez, Argenis ; Gellersen, Hans. / Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay. Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19)). 2019.

Bibtex

@inproceedings{37859aa51bdb411fb2f4e36ac9f8b870,
title = "Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay",
abstract = "Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the {"}common{"} use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.",
author = "{Ramirez Gomez}, Argenis and Hans Gellersen",
year = "2019",
month = oct,
day = "23",
doi = "10.1145/3311350.3347150",
language = "English",
booktitle = "Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19))",

}

RIS

TY - GEN

T1 - Looking Outside the Box: Reflecting on Gaze Interaction in Gameplay

AU - Ramirez Gomez, Argenis

AU - Gellersen, Hans

PY - 2019/10/23

Y1 - 2019/10/23

N2 - Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the "common" use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.

AB - Gaze interaction in games moved from being a tool for accessibility to be at the core of mass-market game franchises, offering enhanced controller performance and greater immersion. We propose to explore three different popular gaze-based interaction mechanics to create novel opportunities in the game design space. We developed Twileyed, a collection of three games that challenge the "common" use of gaze as a pointer to navigate; select; and aim; to pose a challenging new way to play with the eyes. We used the games as data to reflect on the gaze design space. We asked users to play the games to validate them, and we observed their experience and strategies. Based on the observations, we discussed through 5 themes, the dimensions of gaze interactions and the potential outcomes to create engaging and playful gaze-enabled games. We contribute a position in gaze gameplay design, but also a conversation starter to engage the EyePlay research community.

U2 - 10.1145/3311350.3347150

DO - 10.1145/3311350.3347150

M3 - Conference contribution/Paper

BT - Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI Play '19))

ER -