Adapting virtual camera behaviour through player modelling

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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
JournalUser Modeling and User-Adapted Interaction
Pages (from-to)155-183
Number of pages29
Publication statusPublished - 11 Apr 2015
Externally publishedYes

    Research areas

  • Computer games, Gaze interaction, Player modelling, Virtual camera control

ID: 82993431