Rights statement: © ACM, 2020. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019 https://dl.acm.org/doi/10.1145/3341215.3356333
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Licence: CC BY: Creative Commons Attribution 4.0 International License
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSN › Conference contribution/Paper › peer-review
}
TY - GEN
T1 - Exploring Gaze Interaction Design in Games
T2 - Playing with Vision
AU - Ramirez Gomez, Argenis
N1 - © ACM, 2020. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in CHI PLAY '19 Extended Abstracts: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019 https://dl.acm.org/doi/10.1145/3341215.3356333
PY - 2019/10/17
Y1 - 2019/10/17
N2 - Gaze interaction in games is rapidly increasing with examples in mainstream franchises. This research focuses on investigating new opportunities for gaze-enable game design moving away from sensing-based dynamics grounded in gaze pointing and consider a user-centred approach which has its starting point in visual capabilities and metaphors of looking. This approach will lead to the development of examples that illustrate novel and playful experiences that can be designed thinking about how the players see rather than where and what they look at. This research aims to contribute to the understanding of how to create playful gaze-based experiences by providing a design framework and inspire designers to engage in the conversation to shape the future of gaze interaction in play.
AB - Gaze interaction in games is rapidly increasing with examples in mainstream franchises. This research focuses on investigating new opportunities for gaze-enable game design moving away from sensing-based dynamics grounded in gaze pointing and consider a user-centred approach which has its starting point in visual capabilities and metaphors of looking. This approach will lead to the development of examples that illustrate novel and playful experiences that can be designed thinking about how the players see rather than where and what they look at. This research aims to contribute to the understanding of how to create playful gaze-based experiences by providing a design framework and inspire designers to engage in the conversation to shape the future of gaze interaction in play.
U2 - 10.1145/3341215.3356333
DO - 10.1145/3341215.3356333
M3 - Conference contribution/Paper
T3 - CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play
SP - 55
EP - 61
BT - CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play
PB - ACM
CY - New York
ER -