Gaze-controlled gaming: immersive and difficult but not cognitively overloading
Krzysztof Krejtz , Cezary Marcin Biele , Dominik Chrząstowski , Agata Kopacz , A. Niedzielska , Piotr Toczyski , Andrew T. Duchowski
AbstractA user study is described focusing on the cognitive and usability consequences of cueing visual attention in gaze-controlled gaming. Results show that such cueing influences performance and affects the subjective gaming experience. Accordingly, visual cues make the experience less enjoyable and less immersive. Interestingly, gaze-controlled gaming appears not to require additional cognitive effort. Taking into account previous findings, results suggest that applicability of overt cuing may depend on the game type. Our study shows the potential for optimization of interaction of gaze-controlled arcade games with visual cueing.
|Journal series||Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication (UbiComp ', (0 pkt)|
|Publication size in sheets||0.5|
|Keywords in English||gaze-controlled gaming, visual attention cueing, cognitive processes interference, gaming experience, cognitive load|
|Dorobek Naukowy - Preview URL||http://dn.swps.edu.pl/Podglad.aspx?WpisID=16754|
|Dorobek Naukowy - Approve URL||http://dn.swps.edu.pl/Biuro/ZatwierdzanieWpisu.aspx?WpisID=16754|
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