Towards gaze-controlled platform games
- Jorge Muñoz,
- Georgios N. Yannakakis,
- Fiona Mulvey,
- ,
- German Gutierrez,
- Araceli Sanchis
Research Output:
Conference Article in Proceeding or Book/Report chapter
Book chapter
Research
Peer-reviewOpen access
Abstract
This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game step. Results yield a prediction accuracy of over 83% on unseen data samples and show promise towards the development of eye-controlled fast-paced platform games. Derived neural network players are intended to be used as assistive technology tools for the digital entertainment of people with motor disabilities.
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Book chapter
Research
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Pages 47-54 (8 pages)Publication milestones
- Published - 2011
Publication status
Published - 2011
ISBN (Print)
9781457700095Publication IDs
- Scopus: 80054013729
Host publication title
Computational Intelligence and Games (CIG), 2011 IEEE Conference onPublication metrics
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Citation count
31
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