The exploration of webcam enabled head-tracking in first-person-shooter games
Abstract
Gestural gaming has become highly prominent in recent years. However, head gesture interfaces have seen relatively little adoption, despite being achievable using a common webcam. This thesis explores whether head-tracking can improve the gameplay experience, by examining its use in first-person-shooter (FPS) games as played on PCs. The work focuses on techniques that augment traditional keyboard and mouse input, in an effort to appeal to a diverse audience of PC players including those less inclined to relinquish their traditional control methods. The thesis commences with a systematic examination of the FPS/head-tracking interaction space, from which a set of viable techniques are drawn. The techniques are assessed using three exploratory studies that include several focus groups (featuring game players and industry representatives) and an online survey. Two of the more promising techniques are subsequently synthesised into "HAL" - a technique that allows players to perform a continuous lean movement, whilst also incorporating a responsive version of the shaky-camera effect made popular by modern film. HAL is subsequently examined using a large-scale remote study featuring 7000 participants. This test allowed the technique to be examined within the technique's target environment, namely the home. HAL was found to improve a game's immersion and realism, with participants also finding it very natural. While several caveats pertaining to its use may prevent HAL from seeing widespread adoption in its present form, the overall performance and acceptance of the technique bodes well for both HAL and, more broadly, head-tracking. From this work a set of guidelines for head-tracking interaction techniques and a set of guidelines for performing online studies are drawn. It is hoped that this will make the experience and expertise gained throughout this research readily available to others.
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