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Eye Tracking Study

In order to complete my dissertation (finding out whether eye-tracking technology can be seamlessly integrated into an FPS to improve player engagement) I had to build a little game project.

Below you can see the early stages of a checkpoint system (waves of enemies), the weapon switching menu, and some superfluous, but very fun, screen shake.

The weapon switching is the focus of the artefact and the next step is to integrate the menu with the Tobii Unity SDK. Our eyes didn’t evolve as input devices so I specifically chose not to use eye-tracking for mechanically demanding tasks like movement or aiming, instead opting for ancillary functions like weapon or ability switching.

TutorialPrototype.gif

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