Eye-Based Videogame Control 42
dsmith3689 writes "Researchers at Queen's University in Kingston, Ontario have explored the use of an eye tracker as a control device for a handful of commercial video games. To do this, they integrated a Tobii 1750 desktop eye tracker with Quake 2, Neverwinter Nights, and a flash adaptation of Missile Command called Lunar Command. A study was performed that indicates the use of direct feedback from eye movements can drastically increase the feeling of immersion (pdf) in the virtual world."
Comment removed (Score:2, Informative)
Re:*twitch* (Score:4, Informative)
motion tracking and planning:
Ripoll H. Percept Mot Skills. 1989 Apr;68(2):507-12. [nih.gov]
multitasking:
Cavanagh P, Alvarez GA. Trends Cogn Sci. 2005 Jul;9(7):349-54. [nih.gov]
Needless to say, any successful attempt at eye-tracking control for something like video games would have a lot of sophisticated programming to do in order to figure out the user's intentions. From my own personal experience, especially in FPS games, I rarely look where I'm shooting. I would like to keep my sensors (eyeballs) and effectors (hands/feet/other body parts) separate, to allow me to take in more information and perform mor actions simultaneously. It would also prevent any weird interactions if the training provided by the games affects the way hardcore gamers attempt to interact with the real world (although those would be very interesting to study).