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Head Tracking for Video Games

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Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

This chapter talks about related work on head gesture recognition and usage of head tracking for several applications including games and virtual reality. An experiment which systematically explores the effects of head tracking, in complex gaming environments typically found in commercial video games is presented. This experiment seeks to find if there are any performance benefits of head tracking in games and how it affects the user experience. We present the results of this experiment along with some guidelines for the game designers who wish to use head tracking for games.

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Correspondence to Arun K. Kulshreshth .

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Kulshreshth, A.K., LaViola, J.J. (2018). Head Tracking for Video Games. In: Designing Immersive Video Games Using 3DUI Technologies. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-77953-9_3

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  • DOI: https://doi.org/10.1007/978-3-319-77953-9_3

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-77952-2

  • Online ISBN: 978-3-319-77953-9

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