In a three-dimensional virtual environment, aspects such as narrative and interaction largely depend on the placement and animation of the virtual camera. Therefore, virtual camera control plays a critical role in player experience and, thereby, in the overall quality of a computer game. Both game industry and game AI research focus on the devel- opment of increasingly sophisticated systems to automate the control of the virtual camera integrating artificial intel- ligence algorithms within physical simulations. However, in both industry and academia little research has been carried out on the relationship between virtual camera, game-play and player behaviour. We run a game user experiment to shed some light on this relationship and identify relevant dif- ferences between camera behaviours through different game sessions, playing behaviours and player gaze patterns. Re- sults show that users can be efficiently profiled in dissimilar clusters according to camera control as part of their game- play behaviour.
Modelling Virtual Camera Behaviour Through Player Gaze
2012-01-01
Picardi , A , Burelli , P & Yannakakis , G N 2012 , ' Modelling Virtual Camera Behaviour Through Player Gaze ' , Foundations of Digital Games Conference Proceedings , pp. 107-114 . < http://www.fdg2011.org/ >
Aufsatz (Zeitschrift)
Elektronische Ressource
Englisch
DDC: | 629 |
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