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 FDG '20: International Conference on the Foundations of Digital Games, http://doi.acm.org/10.1145/3402942.3403017
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Final published version
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 - KryptonEyed
T2 - Playing with Gaze Without Looking
AU - Ramirez Gomez, Argenis
AU - Gellersen, Hans
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 FDG '20: International Conference on the Foundations of Digital Games, http://doi.acm.org/10.1145/3402942.3403017
PY - 2020/9/15
Y1 - 2020/9/15
N2 - As eye-tracking technologies become more affordable, the number of mainstream gaze-enabled games increases. These allow triggering in-game actions when the eyes focus on objects and locations of interest. Such gaze interactions follow the interaction paradigm ”what you look at is what you get”. We challenge this use of gaze interaction and propose to play without looking - with the eyes closed. We designed the game prototype KryptonEyed to introduce closing the eyes for eyes-only game control. Players are required to close their eyes and perform eye movements behind the eyelids before opening them to aim the teleportation of the main character. The game contains three levels integrating the proposed gaze mechanic in distinct game scenarios. These explore different challenges in their game dynamics and interaction metaphors to use the technique in various contexts of play.
AB - As eye-tracking technologies become more affordable, the number of mainstream gaze-enabled games increases. These allow triggering in-game actions when the eyes focus on objects and locations of interest. Such gaze interactions follow the interaction paradigm ”what you look at is what you get”. We challenge this use of gaze interaction and propose to play without looking - with the eyes closed. We designed the game prototype KryptonEyed to introduce closing the eyes for eyes-only game control. Players are required to close their eyes and perform eye movements behind the eyelids before opening them to aim the teleportation of the main character. The game contains three levels integrating the proposed gaze mechanic in distinct game scenarios. These explore different challenges in their game dynamics and interaction metaphors to use the technique in various contexts of play.
U2 - 10.1145/3402942.3403017
DO - 10.1145/3402942.3403017
M3 - Conference contribution/Paper
SN - 9781450388078
BT - FDG '20
PB - ACM
CY - New York
ER -