Modelling Virtual Camera Behaviour Through Player Gaze

Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

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 languageEnglish
JournalFoundations of Digital Games Conference Proceedings
Pages (from-to)107-114
Publication statusPublished - 2012

Fingerprint

Dive into the research topics of 'Modelling Virtual Camera Behaviour Through Player Gaze'. Together they form a unique fingerprint.

Cite this