Towards intelligent user interfaces: Anticipating actions in computer gamesKoesling, Hendrik and Kenny, Alan and Finke, Andrea and Ritter, Helga and McLoone, Seamus and Ward, Tomas (2011) Towards intelligent user interfaces: Anticipating actions in computer games. In: NGCA '11 Proceedings of the 1st Conference on Novel Gaze-Controlled Applications , 2011, New York, USA.
AbstractThe study demonstrates how the on-line processing of eye movements in First Person Shooter (FPS) games helps to predict player decisions regarding subsequent actions. Based on action-control theory, we identify distinct cognitive orientations in pre- and post-decisional phases. Cognitive orientations dier with regard to the width of attention or \receptiveness": In the pre-decisional phase players process as much information as possible and then focus on implementing intended actions in the post-decisional phase. Participants viewed animated sequences of FPS games and decided which game character to rescue and how to implement their action. Oculomotor data shows a clear distinction between the width of attention in pre- and post-decisional phases, supporting the Rubicon model of action phases. Attention rapidly narrows when the goal intention is formed. We identify a lag of 800-900 ms between goal formation (\cognitive Rubicon") and motor response. Game engines may use this lag to anticipatively respond to actions that players have not executed yet. User interfaces with a gaze-dependent, gazecontrolled anticipation module should thus enhance game character behaviours and make them much \smarter".
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