Abstract
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.
Original language | English |
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Journal | User Modeling and User-Adapted Interaction |
Pages (from-to) | 155-183 |
Number of pages | 29 |
ISSN | 0001-0782 |
DOIs | |
Publication status | Published - 11 Apr 2015 |
Externally published | Yes |
Keywords
- Computer games
- Gaze interaction
- Player modelling
- Virtual camera control