Home > Research > Publications & Outputs > The royal corgi

Links

Text available via DOI:

View graph of relations

The royal corgi: exploring social gaze interaction for immersive gameplay

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

Published

Standard

The royal corgi: exploring social gaze interaction for immersive gameplay. / Vidal, Melodie; Bismuth, Remi; Bulling, Andreas et al.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2015. p. 115-124.

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

Harvard

Vidal, M, Bismuth, R, Bulling, A & Gellersen, H 2015, The royal corgi: exploring social gaze interaction for immersive gameplay. in Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, New York, NY, USA, pp. 115-124. https://doi.org/10.1145/2702123.2702163

APA

Vidal, M., Bismuth, R., Bulling, A., & Gellersen, H. (2015). The royal corgi: exploring social gaze interaction for immersive gameplay. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (pp. 115-124). ACM. https://doi.org/10.1145/2702123.2702163

Vancouver

Vidal M, Bismuth R, Bulling A, Gellersen H. The royal corgi: exploring social gaze interaction for immersive gameplay. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA: ACM. 2015. p. 115-124 doi: 10.1145/2702123.2702163

Author

Vidal, Melodie ; Bismuth, Remi ; Bulling, Andreas et al. / The royal corgi : exploring social gaze interaction for immersive gameplay. Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. New York, NY, USA : ACM, 2015. pp. 115-124

Bibtex

@inproceedings{6a56eda2bd954abd8473650d944e8602,
title = "The royal corgi: exploring social gaze interaction for immersive gameplay",
abstract = "The eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters.",
keywords = "eye tracking, games, immersion, virtual agents",
author = "Melodie Vidal and Remi Bismuth and Andreas Bulling and Hans Gellersen",
year = "2015",
month = apr,
doi = "10.1145/2702123.2702163",
language = "English",
isbn = "9781450331456",
pages = "115--124",
booktitle = "Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems",
publisher = "ACM",

}

RIS

TY - GEN

T1 - The royal corgi

T2 - exploring social gaze interaction for immersive gameplay

AU - Vidal, Melodie

AU - Bismuth, Remi

AU - Bulling, Andreas

AU - Gellersen, Hans

PY - 2015/4

Y1 - 2015/4

N2 - The eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters.

AB - The eyes are a rich channel for non-verbal communication in our daily interactions. We propose social gaze interaction as a game mechanic to enhance user interactions with virtual characters. We develop a game from the ground-up in which characters are designed to be reactive to the player's gaze in social ways, such as getting annoyed when the player seems distracted or changing their dialogue depending on the player's apparent focus of attention. Results from a qualitative user study provide insights about how social gaze interaction is intuitive for users, elicits deep feelings of immersion, and highlight the players' self-consciousness of their own eye movements through their strong reactions to the characters.

KW - eye tracking

KW - games

KW - immersion

KW - virtual agents

U2 - 10.1145/2702123.2702163

DO - 10.1145/2702123.2702163

M3 - Conference contribution/Paper

SN - 9781450331456

SP - 115

EP - 124

BT - Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems

PB - ACM

CY - New York, NY, USA

ER -