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Artykuły w czasopismach na temat "Computer Games Controlled by Eye Movements"

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Yusuf, Sait Erdem, Furkan Ince Ibrahim, Kusetogullari Huseyin, and Haidar Sharif Md. "Computer Game Controlled by Eye Movements." International Journal of Scientific Research in Information Systems and Engineering (IJSRISE) 1, no. 2 (2015): 97–102. https://doi.org/10.5281/zenodo.836155.

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Sundry years ago people played video games for fun merely. Nowadays, video games are correlated to education, medicine, and researches. In this paper, we have addressed a computer game which takes input from a video camera by detecting user looking direction as well as eye gestures. Since webcam is easily accessible, we have carefully weighed it as video input device. We have tried to use the eye movements as the human computer interaction (HCI) tool, which would be used instead of a mouse. In general, this furnishes much easier and faster interaction with computer for everyone especially elde
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Hundalekar, Abhishek, Siddesh Pingale, Vamshi Naidu, and Prof Khushabu Trivedi. "Eye Controlled Mouse." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 1831–36. http://dx.doi.org/10.22214/ijraset.2023.51081.

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Abstract: Numerous individuals who have neuro-locomotor deficits or are disabled by injury are unable to use PCs for abecedarian tasks, for example, sending or receiving dispatches, scouring the web, watching their TV programme, or stirring filmland. In a previous study, eyes were set up to be a great candidate for ubiquitous computing since they always move when they engage with calculating gear. Using this underlying knowledge from eye movements, these instances might be renewed using computers. For this aim, we offer a mouse gesture control mechanism that can only be used by mortal eyes. Th
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K.Sanjeevaiah, B.Monika Lakshmi, B.Rohini, D.Swetha, and T.Praveen. "EYE CONTROLLED VIRTUAL MOUSE." international journal of engineering technology and management sciences 8, no. 3 (2024): 241–45. http://dx.doi.org/10.46647/ijetms.2024.v08i03.030.

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In recent years, the development of assistive technologies has significantly enhanced the quality of life for individuals with physical disabilities. One such innovation is the eyecontrolled virtual mouse, a system designed to enable hands-free computer interaction using eye-tracking technology. This paper presents a comprehensive overview of the design, implementation, and performance of an eye-controlled virtual mouse. The system leverages advanced eye-tracking hardware to capture and interpret eye movements, translating them into cursor movements and click commands on a computer screen. Key
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Juhola, M., K. Virtanen, M. Helin, V. Jäntti, P. Nurkkanen, and E. Aantaa. "Visual Stimulator for Eye Movement Studies Based on a Microcomputer System." Methods of Information in Medicine 25, no. 01 (1986): 31–34. http://dx.doi.org/10.1055/s-0038-1635451.

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SummaryA visual stimulator system for studies of eye movements has been developed. The system is controlled by an inexpensive microcomputer. It is employed for otoneurological studies both in clinical work and in research, but can also be applied for studies of eye movements in other medical areas. Three types of eye movements are produced, viz. saccadic and smooth pursuit eye movements and optokinetic nystagmus. The stimulator system can be connected to another computer for an analysis of eye movements.
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Köhler, Bernd, Georg Bretthauer, Rudolf F. Guthoff, et al. "EyeGuidance – a computer controlled system to guide eye movements." Current Directions in Biomedical Engineering 2, no. 1 (2016): 433–36. http://dx.doi.org/10.1515/cdbme-2016-0096.

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AbstractThe densely innervated human cornea is the only superficial tissue of the human body in which nerve fibres are accessible in vivo by corneal confocal microscopy (CCM). Morphological parameters of the corneal sub-basal nerve plexus (SNP) derived from CCM images can potentially serve as a sensitive biomarker for early diagnosis of various neurodegenerative diseases. The evaluation of a single image with a typical field of view of 0.16 mm2 is insufficient for robust morphometric assessment. Mosaicking approaches have therefore been proposed to examine the SNP on a larger scale. Here we pr
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Fahrudin, Fikri, Mesi Andriani, Muallimin, and Eka Altiarika. "Gerakan Tangan Pemain Otomatis Menggunakan Computer Vision." Journal of Information Technology and society 1, no. 1 (2023): 15–19. http://dx.doi.org/10.35438/jits.v1i1.19.

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Gesture recognition allows users of computer science technology to connect with their digital devices more conveniently. Technology for gesture recognition can be helpful in a variety of contexts, such as automated household appliances, automobiles, and interpretation of hand gestures. Gesture recognition is part of gesture recognition which determines what message a certain hand movement wants to convey. In developing this automatic hand movement we use segmentation and object detection where this method involves using algorithms to detect and identify objects or areas related to hand movemen
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Khedkar, Shilpa. "Eye Gaze Controlled Virtual Keyboard." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 06 (2025): 1–9. https://doi.org/10.55041/ijsrem49646.

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Abstract— Eye gaze technology has emerged as a transformative tool within Human-Computer Interaction (HCI), offering innovative solutions for individuals with physical disabilities. A review of the development and application of an eye gaze-controlled virtual keyboard demonstrates its potential to facilitate typing without the use of hands or fingers, empowering users with limited motor abilities. Key challenges in gaze detection, eye-blink differentiation, and interaction reliability are addressed, contributing to the fields of assistive technology and inclusive design. Experimental results v
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Dhanaraju, Mr. "Human-Eye Controlled Virtual Mouse." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (2022): 2623–29. http://dx.doi.org/10.22214/ijraset.2022.44478.

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Abstract: There's always room for advancement in the realm of computers, thanks to new technology in our digital era. Handsfree computing is popular nowadays because it caters to the needs of quadriplegics (people suffering from paralysis of all four limbs). We want to demonstrate a Human-Computer Interaction (HCI) system that is essential for amputees and others who have trouble using their hands. The system is a mouse-like eye-based interface that converts eye movements like blinking, staring, and squinting into mouse cursor actions. The software requirements for this technique include Pytho
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Jin, Tao, Guanglin Li, and Lihua Lei. "Trial frame for evaluating eye movements." Applied Optics 62, no. 25 (2023): 6754. http://dx.doi.org/10.1364/ao.498375.

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Eye movement research is an established methodology and widely used in fundamental research fields such as psychology or neuroscience. Most research is performed in controlled environments with screen-based eye trackers, but demand for a wearable requirement is on the rise. Yet, a state of the art wearable eye tracking system thus far has not been feasible for subjects with refractive errors; therefore, a trial frame is proposed for researching the eye movement of people with or without refractive errors. Two iris cameras and several infrared radiation LEDs were fixed behind the frame for reco
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Dæhlen, Are, Ilona Heldal, and Qasim Ali. "Technologies Supporting Screening Oculomotor Problems: Challenges for Virtual Reality." Computers 12, no. 7 (2023): 134. http://dx.doi.org/10.3390/computers12070134.

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Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. However, current computer technologies for vision screening are specialized devices with limited screen size and the inability to measure depth, while visual field and depth are important information for detecting OMDs. In this experimental study, we examine the possibilities of immersive virtual reality (VR) technologies compared with laptop technologies for increased user experien
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Rozprawy doktorskie na temat "Computer Games Controlled by Eye Movements"

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Palm, Daniel. "Eye on the Prize : Enhancing Realism during Interaction towards Non-Player-Characters with Natural Eye Movements." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3680.

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In the wake of motion capture and visual animation one aspect seems to be lacking. A realistic representation of the dynamic and unpredictable human visual perception. A human examines her surroundings in a unpredictable, saliency based and top-down task oriented manner. In the field of computer science, interaction design and the industry of game development, great leaps have been taken when it comes to capture motion of bodies. Motion capture helps developers and film makers to portray realistic humans in virtual environments. Where motion has come far, eyes and perception has not. As of yet
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Ben, Khedher Asma. "Analyse visuelle et cérébrale de l’état cognitif d’un apprenant." Thèse, 2019. http://hdl.handle.net/1866/22656.

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Części książek na temat "Computer Games Controlled by Eye Movements"

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Al-Shathri, Ashwag, Areej Al-Wabil, and Yousef Al-Ohali. "Eye-Controlled Games for Behavioral Therapy of Attention Deficit Disorders." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_114.

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Sugiura, Akihiro, Kunihiko Tanaka, and Hiroki Takada. "Changes in Eye Movements and Body Sway While Viewing Stereoscopic Movies Under Controlled Consciousness." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23560-4_48.

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Sugiura, Akihiro, Kunihiko Tanaka, and Hiroki Takada. "Relationship Between Eye Movements and Individual Differences in Motion Sickness Susceptibility While Viewing Stereoscopic Movies Under Controlled Consciousness." In Lecture Notes in Computer Science. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49282-3_29.

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Xu, Shenglin, Zekun Qin, and Xin Lyu. "Application of Biofeedback Technology in Human-Computer Interaction in Video Games." In Frontiers in Artificial Intelligence and Applications. IOS Press, 2024. http://dx.doi.org/10.3233/faia231504.

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From the birth of video games until today, players have interacted with video games via controllers. However, with the maturation of biofeedback technology, players can now obtain brand-new interactive gaming experiences. The commands input to the game are no longer merely from the buttons on the game controller. Biofeedback technology uses sensors to read the physiological signals of the game player, enabling the game to directly perceive the player’s physiological state through data such as heart rate, eye movement, and facial emotions when they are playing the game and match the next step i
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Muro, Brenda Flores, and Eduardo César Contreras Delgado. "RACEM Game for PC for Use as Rehabilitation Therapy for Children with Psychomotor Disability and Results of Its Application." In Computer Games as Educational and Management Tools. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-569-8.ch011.

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Present work develops a PC simulation game to conduct a study with the main objective to train children with psychomotor disabilities (coordination, equilibrium and movements). The child interacts with simulated environments which contain the needed stimulus to develop the eye-hand coordination, the child responds to the game with mouse movements by means of audible orders. The main objective for the present work is to enhance the child´s psychomotricity with more precise movements. Converting the game in a mean to children rehabilitation, this can be used in homes aided by child´s parents. An
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Streszczenia konferencji na temat "Computer Games Controlled by Eye Movements"

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Septanto, Harry, Ary Setijadi Prihatmanto, and Adi Indrayanto. "A computer cursor controlled by eye movements and voluntary eye winks using a single channel EOG." In 2009 International Conference on Electrical Engineering and Informatics (ICEEI). IEEE, 2009. http://dx.doi.org/10.1109/iceei.2009.5254806.

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Vachon, François, and Sébastien Tremblay. "What Eye Tracking Can Reveal about Dynamic Decision-Making." In Applied Human Factors and Ergonomics Conference. AHFE International, 2019. http://dx.doi.org/10.54941/ahfe100226.

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While eye tracking can provide invaluable information on visual cognition, it is uncertain whether the pattern of one’s ocular behavior could reflect mental processes beyond the mere visual encoding of task-relevant information. The present study is concerned with the use of eye-movement measures as indicators of the cognitive processing involved in situation monitoring and dynamic decision-making tasks. In the context of a computer-controlled simulation of radar-based risk assessment, we monitored eye movements and extracted metrics relative to 1) scanpath, 2) eye fixations, and 3) pupillary
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Antoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.

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It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome a
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Ayres, T. J., A. Donelson, S. Brown, V. M. Bjelajac, and W. Van Selow. "On-Board Truck Computers and Accident Risk." In ASME 1996 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1996. http://dx.doi.org/10.1115/imece1996-0698.

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Abstract On-board trip computers facilitate record-keeping in trucks, but some models permit drivers to enter data manually while driving. Three approaches were taken to investigate the potential risk associated with such devices. A review of studies involving other in-vehicle devices revealed that drivers can safely time-share visual attention between the road and a display. An experiment conducted in a controlled driving environment found that head and eye movements while using an on-board truck computer were similar to those for common devices and activities such as operating a radio or che
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Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.

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PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage th
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Ungureanu, Florina, and Robert gabriel Lupu. "THE ASSESSMENT OF LEARNING EMOTIONAL STATE USING THE EEG HEADSETS." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-085.

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In the last decade, the interest in the development of tools and devices for recognizing human emotions in learning process has increased continuously. It was proved that the electrical brain activity using electroencephalography (EEG) represents a useful methodological tool in understanding cortical processes that underlie performance and students' engagement in learning activities. Specific emotional states, like mental stress, concentration, relaxation, fatigue, and cognitive increase activation in Delta (0.5-4 Hz), Theta (4-7 Hz), Alpha 1 and 2 (8-12 Hz), Beta 1 and 2 (12-30 Hz), Gamma (30
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