Evaluating 3D task performance for fish tank virtual worlds
ACM Transactions on Information Systems (TOIS)
The Art of Computer Game Design
The Art of Computer Game Design
A vision-based head tracker for fish tank virtual reality-VR without head gear
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Robust Real-Time Face Detection
International Journal of Computer Vision
Face-tracking as an augmented input in video games: enhancing presence, role-playing and control
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Lean and zoom: proximity-aware user interface and content magnification
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
A head-mounted three dimensional display
AFIPS '68 (Fall, part I) Proceedings of the December 9-11, 1968, fall joint computer conference, part I
Experience in the design and development of a game based on head-tracking input
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Using the user's point of view for interaction on mobile devices
23rd French Speaking Conference on Human-Computer Interaction
Proceedings of the 23rd Australian Computer-Human Interaction Conference
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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Recent advances in face-tracking technology have made it possible to recognize head movements using a commodity web-camera. This development has created exciting possibilities for enhancing player enjoyment during computer game play. In order to ascertain the real-world potential for head gestural input to First Person Shooter games, we have developed seven diverse interaction techniques and integrated these with a modern games engine. Evaluation of the techniques was carried out with four focus groups made up of expert games developers and experienced end-users. One of the techniques was further refined and subjected to a follow-up comparison test with promising results. A set of guidelines for the future development of head interaction techniques for computer games has been derived from the studies. All of the techniques have been built upon freely available software and open-sourced to encourage further research in this area.