50,447 research outputs found
Gameplay experience in a gaze interaction game
Assessing gameplay experience for gaze interaction games is a challenging
task. For this study, a gaze interaction Half-Life 2 game modification was
created that allowed eye tracking control. The mod was deployed during an
experiment at Dreamhack 2007, where participants had to play with gaze
navigation and afterwards rate their gameplay experience. The results show low
tension and negative affects scores on the gameplay experience questionnaire as
well as high positive challenge, immersion and flow ratings. The correlation
between spatial presence and immersion for gaze interaction was high and yields
further investigation. It is concluded that gameplay experience can be
correctly assessed with the methodology presented in this paper.Comment: pages 49-54, The 5th Conference on Communication by Gaze Interaction
- COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN:
978-87-643-0475-
âGame over, man. Game overâ:looking at the Alien in film and videogames
In this article we discuss videogame adaptations of the Alien series of films, in particular Alien: Colonial Marines (2013) and Alien: Isolation (2014). In comparing critical responses and developer commentary across these texts, we read the very different affective, aesthetic and socio-political readings of the titular alien character in each case. The significant differences in what it means to âlookâ at this figure can be analyzed in terms of wider storytelling techniques that stratify remediation between film and games. Differing accounts of how storytelling techniques create intensely âimmersiveâ experiences such as horror and identificationâas well as how these experiences are valuedâbecome legible across this set of critical contexts. The concept of the âlookâ is developed as a comparative series that enables the analysis of the affective dynamics of film and game texts in terms of gender-normative âtechnicityâ, moving from the âmother monsterâ of the original film to the âshort controlled burstâ of the colonial marines and finally to the âpsychopathic serendipityâ of Alien: Isolation
Foveated Video Streaming for Cloud Gaming
Good user experience with interactive cloud-based multimedia applications,
such as cloud gaming and cloud-based VR, requires low end-to-end latency and
large amounts of downstream network bandwidth at the same time. In this paper,
we present a foveated video streaming system for cloud gaming. The system
adapts video stream quality by adjusting the encoding parameters on the fly to
match the player's gaze position. We conduct measurements with a prototype that
we developed for a cloud gaming system in conjunction with eye tracker
hardware. Evaluation results suggest that such foveated streaming can reduce
bandwidth requirements by even more than 50% depending on parametrization of
the foveated video coding and that it is feasible from the latency perspective.Comment: Submitted to: IEEE 19th International Workshop on Multimedia Signal
Processin
Combining computer game-based behavioural experiments with high-density EEG and infrared gaze tracking
Rigorous, quantitative examination of therapeutic techniques anecdotally reported to have been successful in people with autism who lack communicative speech will help guide basic science toward a more complete characterisation of the cognitive profile in this underserved subpopulation, and show the extent to which theories and results developed with the high-functioning subpopulation may apply. This study examines a novel therapy, the "Rapid Prompting Method" (RPM). RPM is a parent-developed communicative and educational therapy for persons with autism who do not speak or who have difficulty using speech communicatively.The technique aims to develop a means of interactive learning by pointing amongst multiple-choice options presented at different locations in space, with the aid of sensory "prompts" which evoke a response without cueing any specific response option. The prompts are meant to draw and to maintain attention to the communicative taskâmaking the communicative and educational content coincident with the most physically salient, attention-capturing stimulus â and to extinguish the sensoryâmotor preoccupations with which the prompts compete.ideo-recorded RPM sessions with nine autistic children ages 8â14years who lacked functional communicative speech were coded for behaviours of interest
Why we interact : on the functional role of the striatum in the subjective experience of social interaction
Acknowledgments We thank Neil Macrae and Axel Cleeremans for comments on earlier versions of this manuscript. Furthermore, we are grateful to DorothĂ© Krug and Barbara Elghahwagi for their assistance in data acquisition. This study was supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to L.S. and by a grant âOther Mindsâ of the German Ministry of Research and Education to K.V.Peer reviewedPreprin
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