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Visual attention in 3D video games

Published: 27 March 2006 Publication History

Abstract

Visual attention has long been an important topic in psychology and cognitive science. Recently, results from visual attention research (Haber et al. 2001; Myszkowski et al. 2001) are being adopted by computer graphics research. Due to speed limitations, there has been a movement to use a perception-based rendering approach where the rendering process itself takes into account where the user is most likely looking (Haber et al. 2001). Examples include trying to achieve real-time global illumination by concentrating the global illumination calculation only in parts of the scene that are salient (Myszkowski 2002). Video games have achieved a high degree of popularity because of such advances in computer graphics. These techniques are also important because they have enabled game environments to be used in applications such as health therapy and training.

References

[1]
Haber, J., Myszkowski, et al. (2001). "Perceptually guided corrective splatting." Computer Graphics Forum 20(3).
[2]
Myszkowski, K., T. Tawara, et al. (2001). Perception-guided global illumination solution for animation rendering. Siggraph.
[3]
O'Sullivan, C. (2005). "Collisions and attention." ACM Transaction on Applied Perception 2(3): 309--321.
[4]
Treisman, A. (1980). "A feature-integration theory of attention." 12: 97--136.
[5]
Weidemann, C. T. et al. (2005). "Confusion and compensation in visual perception: Effects of spatiotemporal proximity and selective attention." Journal of Experimental Psychology: Human Perception and Performance 31(1): 40--61.

Cited By

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  • (2024)Effects of Gameplay Dynamics on Visual AttentionIEEE Access10.1109/ACCESS.2024.345475612(126961-126969)Online publication date: 2024
  • (2024)Can playing video games enhance reading skills through more efficient serial visual search mechanisms? Insights from an eye tracking studyLanguage, Cognition and Neuroscience10.1080/23273798.2024.241169640:2(209-230)Online publication date: 15-Oct-2024
  • (2017)The Effect of Personality on Online Game Flow Experience and the Eye Blink Rate as an Objective IndicatorAdvances in Human-Computer Interaction10.1155/2017/46754012017Online publication date: 1-Jan-2017
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cover image ACM Conferences
ETRA '06: Proceedings of the 2006 symposium on Eye tracking research & applications
March 2006
175 pages
ISBN:1595933050
DOI:10.1145/1117309
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 27 March 2006

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ETRA06
ETRA06: Eye Tracking Research and Applications
March 27 - 29, 2006
California, San Diego

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Overall Acceptance Rate 69 of 137 submissions, 50%

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Cited By

View all
  • (2024)Effects of Gameplay Dynamics on Visual AttentionIEEE Access10.1109/ACCESS.2024.345475612(126961-126969)Online publication date: 2024
  • (2024)Can playing video games enhance reading skills through more efficient serial visual search mechanisms? Insights from an eye tracking studyLanguage, Cognition and Neuroscience10.1080/23273798.2024.241169640:2(209-230)Online publication date: 15-Oct-2024
  • (2017)The Effect of Personality on Online Game Flow Experience and the Eye Blink Rate as an Objective IndicatorAdvances in Human-Computer Interaction10.1155/2017/46754012017Online publication date: 1-Jan-2017
  • (2016)EyeMath: Identifying Mathematics Problem Solving Processes in a RTS Video GameGames and Learning Alliance10.1007/978-3-319-50182-6_5(50-59)Online publication date: 23-Nov-2016
  • (2009)Dynamic Intelligent Lighting for Directing Visual Attention in Interactive 3-D ScenesIEEE Transactions on Computational Intelligence and AI in Games10.1109/TCIAIG.2009.20245321:2(145-153)Online publication date: Jun-2009
  • (2006)Human visual perception of region warping distortions with different display and scene characteristicsProceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia10.1145/1174429.1174490(357-365)Online publication date: 29-Nov-2006

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