Use of eye movements for video game control
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Head Tracking in First-Person Games: Interaction Using a Web-Camera
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
3D tracking using multiple Nintendo Wii Remotes: a simple consumer hardware tracking approach
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
3D site surveyor for 360° wireless motion tracking
International Journal of Virtual Technology and Multimedia
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Using the user's point of view for interaction on mobile devices
23rd French Speaking Conference on Human-Computer Interaction
Evaluating performance benefits of head tracking in modern video games
Proceedings of the 1st symposium on Spatial user interaction
Enhancing 3D applications using stereoscopic 3D and motion parallax
AUIC '12 Proceedings of the Thirteenth Australasian User Interface Conference - Volume 126
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Tracking technologies, such as eye and head-tracking, provide novel techniques for interacting with video games. For instance, players can shoot with their eyes in a first person shooter using gaze-based input. Head-tracking systems allow players to look around a virtual cockpit by simply moving their head. However, tracking systems are typically based on expensive specialized equipment. The prohibitive costs of such systems have motivated the creation of low-cost head-tracking solutions using simple web cameras and infrared light detection. In this paper, we describe our experience developing a simple shooting game which incorporates such low-cost head-tracking technology.