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標(biāo)題: Titlebook: Gazing at Games; An Introduction to E Veronica Sundstedt Book 2012 Springer Nature Switzerland AG 2012 [打印本頁]

作者: 全體    時(shí)間: 2025-3-21 18:59
書目名稱Gazing at Games影響因子(影響力)




書目名稱Gazing at Games影響因子(影響力)學(xué)科排名




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書目名稱Gazing at Games網(wǎng)絡(luò)公開度學(xué)科排名




書目名稱Gazing at Games被引頻次




書目名稱Gazing at Games被引頻次學(xué)科排名




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書目名稱Gazing at Games讀者反饋




書目名稱Gazing at Games讀者反饋學(xué)科排名





作者: 四溢    時(shí)間: 2025-3-22 00:17

作者: deadlock    時(shí)間: 2025-3-22 01:30
Book 2012e used in real-time to control applications using the eyes. Recent innovations in the video game industry include alternative input modalities to provide an enhanced, more immersive user experience. In particular, eye gaze control has recently been explored as an input modality in video games. This
作者: hardheaded    時(shí)間: 2025-3-22 06:02

作者: maverick    時(shí)間: 2025-3-22 10:25
The Human Visual System,ors in the eyes detect light, which is a form of electromagnetic radiation that can be considered to be waves propagating through a medium [Bruce, Georgeson, and Green, 2003]. Humans can only detect light in the visible spectrum, between violet and red, which wavelength is 400-700 nm [Bruce, Georgeson, and Green, 2003].
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作者: SMART    時(shí)間: 2025-3-23 02:59
https://doi.org/10.1007/978-3-319-33590-2corded and used in offline analysis or as input to real-time applications. Eye trackers measure the physical rotations of the eyes to determine the . or . The point being focused upon on a screen is called a . This information can give us insight into what attracted the attention of an observer or w
作者: 填料    時(shí)間: 2025-3-23 08:37
https://doi.org/10.1007/978-3-319-72437-9ncommon to use eye tracking input in video games and there are few games that support eye tracking technology [Isokoski et al., 2009]. Gaze-controlled entertainment applications are a very new area of research and further work is needed before it can be used successfully in the next generation of ga
作者: 暫停,間歇    時(shí)間: 2025-3-23 13:39

作者: landmark    時(shí)間: 2025-3-23 16:37
https://doi.org/10.1007/b137654[van der Kamp, 2010, van der Kamp and Sundstedt, 2011]. This case study presents a combination of gaze and voice commands as a means of hands-free interaction in a paint style program. A drawing application is implemented which is controllable by input from gaze and voice. Voice commands are used to
作者: Mammal    時(shí)間: 2025-3-23 20:22

作者: Oration    時(shí)間: 2025-3-24 01:04
978-3-031-79551-0Springer Nature Switzerland AG 2012
作者: florid    時(shí)間: 2025-3-24 02:23

作者: 愛國者    時(shí)間: 2025-3-24 07:35

作者: 漫步    時(shí)間: 2025-3-24 12:32

作者: 刀鋒    時(shí)間: 2025-3-24 18:40
David C. Barton,John D. Fieldhouseith gaze instead of using a mouse click or dwell time. This gives a novel and hands free method of game interaction. Given that gaze and voice are entirely hands free it can also have positive implications for disabled users. A few games, such as . Clancy’s .? by Ubisoft, use voice recognition allow
作者: 誓言    時(shí)間: 2025-3-24 21:39
https://doi.org/10.1007/b137654orks by requiring the user to fixate their gaze at one point for a particular amount of time to confirm a selection. This is not a perfect solution to the problem due to both the delay involved and the possibility of drawing still being activated without intent. This case study describes an approach
作者: 很像弓]    時(shí)間: 2025-3-25 02:10
AUTOSAR Embedded Security in Vehicles,ill probably see it combined with additional information (e.g. other psychophysiological measures [Cunningham and Wallraven, 2011]) as input in computer games. There are many ways in which information about the player’s gaze could be used to enhance video games. Computer games such as .’. by Ubisoft
作者: 芭蕾舞女演員    時(shí)間: 2025-3-25 05:20

作者: adhesive    時(shí)間: 2025-3-25 08:43
2469-4215 d of studying fixation behavior in games and using eye tracking for video game interaction will also be presented. The final chapter discusses ideas for how thi978-3-031-79551-0978-3-031-79552-7Series ISSN 2469-4215 Series E-ISSN 2469-4223
作者: 無能的人    時(shí)間: 2025-3-25 12:13
Eye Tracking,ion, (2) interpretation of eye positions in the image and (3) tracking of the eyes between frames. This information makes it possible to determine where an observer is gazing in 3D, the . (LOS), or as a 2D point on a plane, which is also referred to as the . (POR) [San Agustin Lopez, 2009]. Eye trac
作者: fastness    時(shí)間: 2025-3-25 15:58

作者: foodstuff    時(shí)間: 2025-3-25 23:38
Gaze and Voice Controlled Video Games: Case Study I and II,ith gaze instead of using a mouse click or dwell time. This gives a novel and hands free method of game interaction. Given that gaze and voice are entirely hands free it can also have positive implications for disabled users. A few games, such as . Clancy’s .? by Ubisoft, use voice recognition allow
作者: 露天歷史劇    時(shí)間: 2025-3-26 03:06

作者: lethal    時(shí)間: 2025-3-26 04:30

作者: Lasting    時(shí)間: 2025-3-26 12:21

作者: Frenetic    時(shí)間: 2025-3-26 16:11
Introduction,ce [Bulling, Roggen, and Tr?ster, 2008]. Traditional input devices include computer mice, keyboards and specific controllers [Isokoski et al., 2009]. Novelties in this industry are input modalities such as . and . The EyeToy? for PlayStation?2 launched in 2003 has a digital camera allowing the playe
作者: 不可知論    時(shí)間: 2025-3-26 18:41
The Human Visual System,ovements, including fixations and saccades. These terms are relevant in order to understand how eye tracking technology works which is presented in Chapter 3. Humans have different sensory systems containing sensory receptors. These convert information from the environment into neural signals that a
作者: 輕快帶來危險(xiǎn)    時(shí)間: 2025-3-26 23:54

作者: 災(zāi)禍    時(shí)間: 2025-3-27 03:44

作者: 輕率看法    時(shí)間: 2025-3-27 07:55
Gaze and Voice Controlled Video Games: Case Study I and II,t feasible. Apart from voice recognition gaze has lately been explored as an alternative input modality in games. This chapter presents two case studies. which use a novel combination of non-intrusive eye tracking technology and voice recognition in combination for video game control. The first case
作者: Working-Memory    時(shí)間: 2025-3-27 11:01
Gaze and Voice Controlled Drawing: Case Study III,[van der Kamp, 2010, van der Kamp and Sundstedt, 2011]. This case study presents a combination of gaze and voice commands as a means of hands-free interaction in a paint style program. A drawing application is implemented which is controllable by input from gaze and voice. Voice commands are used to
作者: DUST    時(shí)間: 2025-3-27 16:19

作者: Cognizance    時(shí)間: 2025-3-27 18:17
Conference proceedings 2018h there is a wealth of literature on specific instances of karst groundwater contamination, this book offers an integrated conceptual framework for the public health impacts of karst groundwater, making it a valuable resource for a broad interdisciplinary readership..
作者: 獸皮    時(shí)間: 2025-3-27 22:24

作者: Interim    時(shí)間: 2025-3-28 02:45
Modeling Communicative Behavior Using Permissions and Obligationsbeing used. Agents use a policy engine for reasoning over conversation specifications and applicable policies in order to decide what communicative act to perform next. Our work is different from existing research in communication policies because it is not tightly coupled to any domain information
作者: Dorsal-Kyphosis    時(shí)間: 2025-3-28 09:52

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作者: Fibrin    時(shí)間: 2025-3-28 18:39
Vyacheslav Karpov,Manfred Svenssonust 2003. The conference program committee has organized an exciting and invigorating program comprising pres- entations from distinguished experts in the field, and important and wide-ranging contributions on state-of-the-art research that provide new insights into ‘Current Innovations in Intellige
作者: orient    時(shí)間: 2025-3-28 22:03





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