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Game execution control by analysis of player's behavior
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Source ACM International Conference Proceeding Series; Vol. 266 archive
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology table of contents
Hollywood, California
SESSION: Game table of contents
Article No. 19  
Year of Publication: 2006
ISBN:1-59593-380-8
Authors
Karim Sehaba  University of La Rochelle, La Rochelle Cedex, France
Pascal Estraillier  University of La Rochelle, La Rochelle Cedex, France
Sponsor
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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ABSTRACT

Within the context of the games execution control, our objective is to define a model able to analyse the player's behavior from heterogeneous data. It concerns events generated by the player's actions. These events are the result of analysis of video stream (for gaze direction, head movement, etc.) and actions carried out on the controls elements (mouse click, entry selection, button, etc). The interest of such a model is the recognition of player's behaviors in order to control the execution of the game. We have applied our research results to an interactive environment of educational games for autistic children.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Karim Sehaba: colleagues
Pascal Estraillier: colleagues