Real Time Eye Gaze Logging in a 3D Game/Simulation World

Author:

Sennersten Charlotte C.1,Lindley Craig A.1

Affiliation:

1. Blekinge Institute of Technology

Abstract

Evaluating the effectiveness of virtual environments as training and analysis systems one must take into account both strongly and weakly defined measures of visual behaviour and associated experience. The investigation of cross correlations between strongly defined measures of logged gaze behaviours, and weakly defined measures of subjective perceptions of visual behaviour, reveals significant discrepancies. The existence of these discrepancies casts doubt upon the effectiveness of using self-reporting questionnaires to assess training effectiveness. However, making participants aware of these discrepancies can be a potentially powerful method for increasing the effectiveness of training using virtual worlds.

Publisher

Trans Tech Publications, Ltd.

Subject

Mechanical Engineering,Mechanics of Materials,General Materials Science

Reference6 articles.

1. L. Finkelstein: Widely, strongly and weakly defined measurement. Measurement, 34 (1) (July, 2003), pp.39-48.

2. C. Sennersten and C. Lindley: An Investigation of Visual Attention in FPS Computer Gameplay. First International IEEE Conference in Serious Games and Virtual Worlds, VSGames 2009, Coventry, UK (2009).

3. A.T. Duchowski: Eye Tracking Methodology - Theory and Practice (2nd edition, SpringerVerlag London, UK, 2007).

4. C. Sennersten, J. Alfredson, M. Castor, J. Hedström, B. Lindahl, C. Lindley, and E. Svensson: Verification of an Experimental Platform Integrating a Tobii Eyetracking System with the HiFi Engine. Methodology Report, Department of Man System Interaction, FOI -Swedish Defence Research Agency, Sweden (2007).

5. C. Sennersten, and C. Lindley: Evaluation of a Real-time Interconnection Between an Eye Tracker and a 3D Game Engine. Proceedings of the 12 th IMEKO (International Measurement Confederation) TC1-TC7 joint Sympoisum on Man, Science &Measurement,. France (2008).

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