Perception-guided global illumination solution for animation rendering
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments
ACM Transactions on Graphics (TOG)
Perception-based global illumination, rendering, and animation techniques
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Selective quality rendering by exploiting human inattentional blindness: looking but not seeing
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Perceptually-driven decision theory for interactive realistic rendering
ACM Transactions on Graphics (TOG)
Detail to attention: exploiting visual tasks for selective rendering
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
ACM Transactions on Applied Perception (TAP)
Video game design using an eye-movement-dependent model of visual attention
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
A psychophysical study of fixation behavior in a computer game
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Investigating the effect of real-time stylisation techniques on user task performance
Proceedings of the 6th Symposium on Applied Perception in Graphics and Visualization
Gazing at games: using eye tracking to control virtual characters
ACM SIGGRAPH 2010 Courses
An empirical pipeline to derive gaze prediction heuristics for 3D action games
ACM Transactions on Applied Perception (TAP)
USAB'10 Proceedings of the 6th international conference on HCI in work and learning, life and leisure: workgroup human-computer interaction and usability engineering
Information visualization and the arts-science-social science interface
Proceedings of the First International Conference on Intelligent Interactive Technologies and Multimedia
Tracking the UFO's paths: using eye-tracking for the evaluation of serious games
Proceedings of the 2011 international conference on Virtual and mixed reality: new trends - Volume Part I
Effect of camera and object motion on visual load in 3d games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Toolset to explore visual motion designs in a video game
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Adaptive display power management for OLED displays
Proceedings of the first ACM international workshop on Mobile gaming
Adaptive display power management for OLED displays
ACM SIGCOMM Computer Communication Review - Special october issue SIGCOMM '12
Developing effective interfaces for cultural heritage 3D immersive environments
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Perceptual importance of lighting phenomena in rendering of animated water
ACM Transactions on Applied Perception (TAP)
Design patterns of focused attention
Proceedings of the First Workshop on Design Patterns in Games
FOCUS: a usable & effective approach to OLED display power management
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
Impact of graphical fidelity on physiological responses in virtual environments
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
An edge detection with automatic scale selection approach to improve coherent visual attention model
Pattern Recognition Letters
Informative sound design in video games
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
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Understanding players' visual attention patterns within an interactive 3D game environment is an important research area that can improve game level design and graphics. Several graphics techniques use a perception based rendering method to enhance graphics quality while achieving the fast rendering speed required for fast-paced 3D video games. Game designers can also enhance game play by adjusting the level design, texture and color choices, and objects' locations, if such decisions are informed by a study of players' visual attention patterns in 3D game environments. This paper seeks to address this issue. We present results showing different visual attention patterns that players exhibit in two different game types: action-adventure games and first person shooter games. In addition, analyzing visual attention patterns within a complex 3D game environment presents a new challenge because the environment is very complex with many rapidly changing conditions; the methods used in previous research cannot be used in such environments. In this paper, we will discuss our exploration seeking a new approach to analyze visual attention patterns within interactive 3D environments.