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.


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    Title :

    Modelling Virtual Camera Behaviour Through Player Gaze


    Contributors:

    Publication date :

    2012-01-01


    Remarks:

    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/ >


    Type of media :

    Article (Journal)


    Type of material :

    Electronic Resource


    Language :

    English


    Classification :

    DDC:    629



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