Gaze and accessibility in gaming
Immonen, Lauri (2014)
Immonen, Lauri
2014
Vuorovaikutteinen teknologia - Interactive Technology
Informaatiotieteiden yksikkö - School of Information Sciences
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Hyväksymispäivämäärä
2014-11-10
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:uta-201411202334
https://urn.fi/URN:NBN:fi:uta-201411202334
Tiivistelmä
Not all computer users are able to use conventional control methods. People with physical disabilities use various alternate control methods. One less used control method is gaze control. Entertainment is an important part of computing also for users with disabilities. Games are an essential part of digital entertainment, but they are rarely designed to be played with alternate control methods.
We investigated the characteristics of game genres to assess the suitability of gaze control of the genres. We thoroughly analyzed interactions in racing games, and designed and implemented gaze controls for Super Tux Kart racing. Users with disabilities may find gaze control fatiguing. To get verification that our implementation can be used by the intended target group, we tested the implementation not only with able-bodied participants, but also with participants with muscular dystrophy.
The participants performed a task of driving around a track using gaze control. We measured their performance and asked their opinions about the control method and how fatiguing they found it. We found the implemented versions of gaze control to be intuitive and easy to learn. The participants were able to play the game successfully. The results suggest that people with disabilities benefit of automating selected controls. Automating seems to equalize the difference between able-bodied players and players with disabilities. It is possible that gamers using gaze control may eventually play games equally with gamers using conventional control methods.
We investigated the characteristics of game genres to assess the suitability of gaze control of the genres. We thoroughly analyzed interactions in racing games, and designed and implemented gaze controls for Super Tux Kart racing. Users with disabilities may find gaze control fatiguing. To get verification that our implementation can be used by the intended target group, we tested the implementation not only with able-bodied participants, but also with participants with muscular dystrophy.
The participants performed a task of driving around a track using gaze control. We measured their performance and asked their opinions about the control method and how fatiguing they found it. We found the implemented versions of gaze control to be intuitive and easy to learn. The participants were able to play the game successfully. The results suggest that people with disabilities benefit of automating selected controls. Automating seems to equalize the difference between able-bodied players and players with disabilities. It is possible that gamers using gaze control may eventually play games equally with gamers using conventional control methods.