Merging virtual objects with the real world: seeing ultrasound imagery within the patient
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
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)
Combining head tracking and mouse input for a GUI on multiple monitors
CHI '05 Extended Abstracts on Human Factors in Computing Systems
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
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Hacking the Nintendo Wii Remote
IEEE Pervasive Computing
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
Exaggerated head motions for game viewpoint control
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
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
Keyboard before Head Tracking Depresses User Success in Remote Camera Control
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part II
Evaluating user performance in 3D stereo and motion enabled video games
Proceedings of the International Conference on the Foundations of Digital Games
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We present a study that investigates user performance benefits of using head tracking in modern video games. We explored four different carefully chosen commercial games with tasks which can potentially benefit from head tracking. For each game, quantitative and qualitative measures were taken to determine if users performed better and learned faster in the experimental group (with head tracking) than in the control group (without head tracking). A game expertise pre-questionnaire was used to classify participants into casual and expert categories to analyze a possible impact on performance differences. Our results indicate that head tracking provided a significant performance benefit for experts in two of the games tested. In addition, our results indicate that head tracking is more enjoyable for slow paced video games and it potentially hurts performance in fast paced modern video games. Reasoning behind our results is discussed and is the basis for our recommendations to game developers who want to make use of head tracking to enhance game experiences.