Abstract
The idea of gaze-interactive movies is illustrated
by a simple example movie that unfolds nondeterministically
via an analysis of the interest
of the viewer measured by the interpreted input
from an eye tracker. We demonstrate how the
amount of relative attention paid to key subjects
of narrative importance may guide the outcome
of a narrative branching. An experiment was
conducted to test the operation of gaze guided
film. The experiment involved 11 subjects
influencing a two-minute film clip by gaze in
two scenarios. In the first case subjects were
aware that gaze could be used to control the
narrative, and in the second case the subjects
were unaware of this control. The outcome
was found to be quite uniform across subjects,
and it was not influenced by repetitions or by
knowledge about the control option. Comments
from the aware users indicated that they were
looking for confirmation of gaze selections
from the system. Thus, non-intrusive feedback
seems to be fundamental for a successful
gaze-interactive media. We suggest a range
of discrete audio and visual effects that may
serve this purpose and present some narrative
control principles.
Original language | English |
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Journal | Digital Creativity |
Volume | 16 |
Issue number | 4 |
Pages (from-to) | 193–204 |
ISSN | 1462-6268 |
Publication status | Published - 2005 |
Externally published | Yes |
Keywords
- Computer games
- Gaze tracking
- Interactive narrative
- Movies
- Multimodal interaction