Abstract. In this paper, we investigated the effects of guided and unguided style VR learning on user attention and retained knowledge. We conducted a study where users performed g...
Jayoung J. Goo, Kyoung Shin Park, Moonhoen Lee, Ji...
Prediction of gaze behavior in gaming environments can be a tremendously useful asset to game designers, enabling them to improve gameplay, selectively increase visual fidelity, a...
Veronica Sundstedt, Efstathios Stavrakis, Michael ...
The Restricted Focus Viewer (RFV) relates a small part of an otherwise blurred display to the focus of visual attention. A user controls which part of the screen is in focus by us...
Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion...
With dwell time activation, completely hands free interaction may be achieved by tracking the user’s gaze positions. The first study presented compares typing by mouse click with...
John Paulin Hansen, Anders Sewerin Johansen, Dan W...