Measuring immersion and fun in a game controlled by gaze and head movements
Suokas, Mika (2016)
Suokas, Mika
2016
MDP in Human-Technology Interaction
Informaatiotieteiden yksikkö - School of Information Sciences
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Hyväksymispäivämäärä
2016-06-21
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:uta-201608032122
https://urn.fi/URN:NBN:fi:uta-201608032122
Tiivistelmä
Tracking the human body with cameras such as the Microsoft Kinect has been a successful way to provide players with new input mechanisms in gaming. At present e.g. Tobii Technologies is attempting to offer users affordable eye tracking systems to popularize use of the devices in the game industry.
The main purpose of this work is to discover if playing a First-person shooter (FPS) game with an eye tracker is more fun or immersive than playing it with more traditional input mechanisms, in this case the mouse and keyboard and the Xbox360 gamepad.
A two session experiment with different input devices was conducted in this study. The first session was held during the period from January 25th to February 1st, 2016. The second session was held during the period from February 9th to February 11th, 2016.
Experiment participants played an FPS game with three input mechanisms: an eye tracker, a mouse and keyboard and an Xbox360 gamepad. When using the eye tracker to play the game, the participant controlled the character with gaze and head movements. The experiment included six participants; five of them were male and one female. All the participants were between 21 and 30 years old.
The results of the experiment indicated that using an eye tracker as an input device was more fun than using the other input devices. Nevertheless, there was no clear implication of the fact that the eye tracker would increase immersion compared to the other input devices.
The main purpose of this work is to discover if playing a First-person shooter (FPS) game with an eye tracker is more fun or immersive than playing it with more traditional input mechanisms, in this case the mouse and keyboard and the Xbox360 gamepad.
A two session experiment with different input devices was conducted in this study. The first session was held during the period from January 25th to February 1st, 2016. The second session was held during the period from February 9th to February 11th, 2016.
Experiment participants played an FPS game with three input mechanisms: an eye tracker, a mouse and keyboard and an Xbox360 gamepad. When using the eye tracker to play the game, the participant controlled the character with gaze and head movements. The experiment included six participants; five of them were male and one female. All the participants were between 21 and 30 years old.
The results of the experiment indicated that using an eye tracker as an input device was more fun than using the other input devices. Nevertheless, there was no clear implication of the fact that the eye tracker would increase immersion compared to the other input devices.