Towards intelligent user interfaces: anticipating actions in computer games

  • Authors:
  • Hendrik Koesling;Alan Kenny;Andrea Finke;Helge Ritter;Seamus McLoone;Tomas Ward

  • Affiliations:
  • Bielefeld University, Bielefeld, Germany;National University of Ireland Maynooth, Maynooth, Ireland;Bielefeld University, Bielefeld, Germany;Bielefeld University, Bielefeld, Germany;National University of Ireland Maynooth, Maynooth, Ireland;National University of Ireland Maynooth, Maynooth, Ireland

  • Venue:
  • Proceedings of the 1st Conference on Novel Gaze-Controlled Applications
  • Year:
  • 2011

Quantified Score

Hi-index 0.00

Visualization

Abstract

The study demonstrates how the on-line processing of eye movements in First Person Shooter (FPS) games helps to predict player decisions regarding subsequent actions. Based on action-control theory, we identify distinct cognitive orientations in pre- and post-decisional phases. Cognitive orientations differ with regard to the width of attention or "re-ceptiveness": In the pre-decisional phase players process as much information as possible and then focus on implementing intended actions in the post-decisional phase. Participants viewed animated sequences of FPS games and decided which game character to rescue and how to implement their action. Oculomotor data shows a clear distinction between the width of attention in pre- and post-decisional phases, supporting the Rubicon model of action phases. Attention rapidly narrows when the goal intention is formed. We identify a lag of 800--900 ms between goal formation ("cognitive Rubicon") and motor response. Game engines may use this lag to anticipatively respond to actions that players have not executed yet. User interfaces with a gaze-dependent, gaze-controlled anticipation module should thus enhance game character behaviours and make them much "smarter".