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Investigation Plan Presentation for my Master's Degree Project: Eye Movement Analysis for an Augmenting Video Game Development.
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eye movement analysis for an augmenting
video game development
investigation plan presentation
january 20, 2009
PRESENTATION SUMMARY
1. Characterization of the investigation problem
2. Project objectives and finality
3. State of the art
4. Project methodology
5. Chronogram
6. Expected results
2samuel de jesus almeida / [email protected]
INVESTIGATION PROBLEM [1]
• Video game industry generates millions of dollars in sales:– $45 billion by 2010 (Hartig)
• Video games must be appealing to the consumer:– Achievable through gameplay, game mechanics and game
interface quality.
• Sometimes video games are poorly developed. Why? – Reduced testing or none at all.– Results in fragile game elements: gameplay, game
mechanics and game interface.
samuel de jesus almeida / [email protected] 3
INVESTIGATION PROBLEM [2]
• To overcome this problem, research is being conducted and products are being developed to assist in video game development & evaluation [see State of the Art];
• Much of the existing work uses traditional usability evaluation techniques:– Not incorrect, but limited;
• Games are a product of their own nature:– Proper evaluation techniques and development
guidelines are required.
samuel de jesus almeida / [email protected] 4
INVESTIGATION PROBLEM [3]
• It is necessary to look into new technologies as solutions for these problems:– Eye tracking systems + other methods
• The big question:
In what way can the analysis of the ocular globe movement contribute to the development of guidelines that can assist in the evaluation of
enjoyment in video games?
samuel de jesus almeida / [email protected] 5
PROJECT OBJECTIVES & FINALITY
• To identify the potentialities associated to the use of eye tracking technology as a method of usability evaluation;
• To identify currently used methods for evaluating usability in a video game context;
• To identify and build a case study;
To develop a list of guidelines that can be used in video game development as well as usability studies
samuel de jesus almeida / [email protected] 6
STATE OF THE ART [1]
• Human Visual System:– Eye components– Eye muscles– Eye movements
• Eye Tracking Systems:– Two common techniques
• Point of regard video-based combined pupil/corneal reflection
– Eye tracking limitations• Technical, data extraction, data interpretation
– Eye tracking potentialities• Visual search, learning, visibility of features, ...
samuel de jesus almeida / [email protected] 7
STATE OF THE ART [2]
• Usability– Definitions (ISO n.9241-11; Jakob Nielsen);– Evaluation methods;– Video game usability?– Game experience
• Video Games– VG taxonomies (M. Wolf, C. Crawford, Rollings & Adams);– First-Person Shooter & RPG genre
samuel de jesus almeida / [email protected] 8
STATE OF THE ART [3]
• Video Game Evaluation (Research and Projects)
– Without Eye Tracking• Melissa Federoff ‘s Heuristics and Usability Guidelines for the
Creation and Evaluation of Fun in Video Games (2002)• Desurvire, Caplan & Toth’s Using Heuristics to Evaluate the
Playability of Games (2004)• Kim et al.’s Tracking Real-Time User Experience - TRUE (2006)
– With Eye Tracking• El-Nasr & Yan’s Visual Attention in 3D Video Games (2006)• Johansen, Norgaard & Rau’s Can Eye Tracking Boost usability
evaluation of computer games (2008)
samuel de jesus almeida / [email protected] 9
METHODOLOGY
samuel de jesus almeida / [email protected] 10
• Exploratory methodology:– bibliographical research
• Methodological procedure: elaboration of case study
• Data collection techniques: inquiry & eye tracking– Inquiry: questionnaire instrumentation– Retrospective think-aloud process
Observation: video recordings, notes (to be decided)
• Participants: minimum of 15– Male or female– Divided into 3 groups: novice, regular, hardcore
CHRONOGRAM
samuel de jesus almeida / [email protected] 11
EXPECTED RESULTS
• Confirmation of eye tracking as a method for usability evaluation;
• Different gaming experience results in different quantitative results;
• Main expected result: data retrieved allows for the development of guidelines for the evaluation and augmenting of the development of video games;
• Project serves as the foundation for future work and a possible methodology for v.g. development.
samuel de jesus almeida / [email protected] 12
NEXT ON THE AGENDA
• Augment State of the Art section– Video game genres: rpg & fps; taxonomies– Find more recent projects that use eye tracking in video
games;
• Elaborate the participant selection questionairre;
• Decide video game to use during case study;
• Prepare meticulously case study.
samuel de jesus almeida / [email protected] 13
eye movement analysis for an augmenting
video game development
january 20, 2009
Samuel de Jesus Almeida / [email protected]
Mestrado em Comunicação MultimédiaDeCA / Universidade de Aveiro