game interface
Recently Published Documents


TOTAL DOCUMENTS

86
(FIVE YEARS 20)

H-INDEX

6
(FIVE YEARS 2)

2022 ◽  
Vol 4 (1) ◽  
Author(s):  
Fatima Isiaka ◽  
Zainab Adamu ◽  
Muhammad A. Adamu

The paper seeks to demonstrates the likelihood of embedding a 3D gaze point on a 3D visual field, the visual field is inform of a game console where the user has to play from one level to the other by overcoming obstacles that will lead them to the next level. Complex game interface is sometimes difficult for the player to progress to next level of the game and the developers also find it difficult to regulate the game for an average player. The model serves as an analytical tool for game adaptations and also players can track their response to the game. Custom eye tracking and 3D object tracking algorithms were developed to enhance the analysis of the procedure. This is a part of the contributions to user interface design in the aspect of visual transparency. The development and testing of human computer interaction uses and application is more easily investigated than ever, part of the contribution to this is the embedding of 3-D gaze point on a 3-D visual field. This could be used in a number of applications, for instance in medical applications that includes long and short sightedness diagnosis and treatment. Experiments and Test were conducted on five different episodes of user attributes, result show that fixation points and pupil changes are the two most likely user attributes that contributes most significantly in the performance of the custom eye tracking algorithm the study. As the advancement in development of eye movement algorithm continues user attributes that showed the least likely appearance will prove to be redundant.


2021 ◽  
Author(s):  
Timothee Mickus ◽  
Mathieu Constant ◽  
Denis Paperno
Keyword(s):  

Author(s):  
Dan Mercea ◽  
Michael Saker

Pokémon Go is a hybrid reality game (HRG) that research suggests is played by families in the context of joint-media engagement. Yet, the game interface itself provides little information about how to approach the game. Given this and the fact that many parents play this HRG with their young children, we examine the process of parent online social learning to play Pokémon Go. Drawing on an original study of Pokémon Go conducted between August and November 2019, including a Facebook survey on a non-probabilistic purposive sample, and semi-structured interviews with a range of parents who play this HRG with their children, the aim of this article is to explore parent online social learning as a path to optimising in-game performance. In the main, we found that the frequency with which parents followed tips provided by individuals online related inversely to how well they knew them and was differentially linked to the sources of information parents used. We nuance these findings with insights from the interviews.


2021 ◽  
pp. 167-180
Author(s):  
Saki Anzai ◽  
Tokio Ogawa ◽  
Junichi Hoshino

Sign in / Sign up

Export Citation Format

Share Document