skip to main content
10.1145/1178823.1178849acmconferencesArticle/Chapter ViewAbstractPublication PagesesemConference Proceedingsconference-collections
Article

Visual attention in 3D video games

Published: 14 June 2006 Publication History

Abstract

Understanding players' visual attention patterns within an interactive 3D game environment is an important research area that can improve game level design and graphics. Several graphics techniques use a perception based rendering method to enhance graphics quality while achieving the fast rendering speed required for fast-paced 3D video games. Game designers can also enhance game play by adjusting the level design, texture and color choices, and objects' locations, if such decisions are informed by a study of players' visual attention patterns in 3D game environments. This paper seeks to address this issue. We present results showing different visual attention patterns that players exhibit in two different game types: action-adventure games and first person shooter games. In addition, analyzing visual attention patterns within a complex 3D game environment presents a new challenge because the environment is very complex with many rapidly changing conditions; the methods used in previous research cannot be used in such environments. In this paper, we will discuss our exploration seeking a new approach to analyze visual attention patterns within interactive 3D environments.

References

[1]
V. Sundstedt, A. Chalmers, K. Cater, and K. Debattista, "Top-down visual attention for efficient rendering of task related scenes," presented at Vision, Modeling, and Visualization, Stanford, 2004.
[2]
K. Cater, A. Chalmers, and G. Ward, "Detail to attention: Exploiting visual tasks for selective rendering.," presented at Eurographics Symposium on Rendering, 2003.
[3]
K. Cater, A. Chalmers, and P. Ledda, "Selective quality rendering by exploiting human inattentional blindness: Looking but not seeing," presented at Symposium on Virtual Reality Software and Technology, 2002.
[4]
J. Haber, Myszkowski, H. Yamauchi, and H. Seidel, "Preceptually guided corrective splatting," Computer Graphics Forum, vol. 20, 2001.
[5]
K. Myszkowski, T. Tawara, H. Akamine, and H. Seidel, "Preception-guided global illumination solution for animation rendering," presented at Siggraph, 2001.
[6]
H. Yee, S. Pattanik, and D. P. Greenberg, "Spatiotemporal sensitivity and visual attention for efficient rendering of dynamic environments," ACM Transaction on Graphics, vol. 20, pp. 39--65, 2001.
[7]
R. Dumont, F. Pellacini, and J. Ferwerda, "Perceptually-driven decision theory for interactive realistic rendering," ACM Transaction on Graphics, vol. 22, 2003.
[8]
K. Myszkowski, "Perception-based global illumination, rendering, and animation techniques," presented at Conference on Computer Graphics, 2002.
[9]
B. Turner, "Real-time dynamic level of detail terrain rendering with ROAM," in Gamasutra, vol. April 2003, 2003.
[10]
C. T. Weidemann, D. E. Huber, and R. M. Shiffrin, "Confusion and compensation in visual perception: Effects of spatiotemporal proximity and selective attention," Journal of Experimental Psychology: Human Perception and Performance, vol. 31, pp. 40--61, 2005.
[11]
D. J. Simons and C. F. Chabris, "Gorillas in our midst: Sustained in attentional blindness for dynamic events," Perception, vol. 28, pp. 1059--1074, 1999.
[12]
C. O'Sullivan, "Collisions and attention," ACM Transaction on Applied Perception, vol. 2, pp. 309--321, 2005.
[13]
A. Treisman, "A feature-integration theory of attention," vol. 12, pp. 97--136, 1980.
[14]
W. James, "A saliency-based search mechanism for overt and covert shifts of visual attention," Journal of psychology, 1890.
[15]
J. R. Bergen and B. Julesz, "Parallel versus serial processing in rapid pattern discrimination," Nature, vol. 303, 1983.
[16]
A. L. Yarabus, "Eye Movements During Perception of Complex Objects," in Eye Movements and Vision, 1967, pp. 171--196.
[17]
C. Bundesen and L. F. Pedersen, "Color Segregation and Visual Search," Perception and Psychophysics, vol. 33, pp. 487--493, 1983.
[18]
R. C. Carter, "Visual Search with Color," Journal of Experimental Psychology: Human Perception and Performance, vol. 8, pp. 127--136, 1982.
[19]
E. W. Farmer and R. M. Taylor, "Visual Search Through Color Displays: Effects of Target-background Similarity and Backgroun Uniformity," Preception and Psychophysics, vol. 27, pp. 267--272, 1980.
[20]
B. F. Green and L. K. Anderson, "Color Coding in a Visual Search Task," Journal of Experimental Psychology, vol. 51, pp. 19--24, 1956.
[21]
S. L. Smith, "Color Coding and Visual Search," Jorunal of Experimental Psychology, vol. 64, pp. 434--440, 1962.
[22]
L. G. Williams, "The Effect of Target Specification on Objects Fixated During Visual Search," Preception and Psychophysics, vol. 1, pp. 315--318, 1966.
[23]
A. L. Nagy, R. R. Sanchez, and T. C. Hughes, "Visual Search for Color Differences with Foveal and Peripheral Vision," Journal of Optical Society of America - A, vol. 7, pp. 1995--2001, 1990.
[24]
A. L. Nagy and R. R. Sanchez, "Critical Color Differences Determined with a Visual Search Task," Journal of Optical Society of America-A, vol. 7, pp. 1209--1217, 1990.
[25]
M. D'Zmura and A. Managalick, "Detection of Contrary Chromatic Change," Journal of Optical Society of America-A, vol. 11, pp. 543--546, 1993.
[26]
J. M. Wolfe, "Visual Attention," in Seeing, D. V. K. K, Ed., 2 ed. ed, 2000, pp. 335--386.
[27]
M. Dick, S. Ullman, and D. Sagi, "Parallel and Serial Processes in Motion Detection," Science, vol. 237, pp. 400--402, 1987.
[28]
J. M. Wolfe and G. Gancarz, "Guided Search 3.0.," in Basic and Clinical Applications of Vision Science: Kluwer Academic Publishers, Dordrecht, 1996, pp. 189--192.

Cited By

View all
  • (2024)CoplayingVR: Understanding User Experience in Shared Control in Virtual RealityProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36785088:3(1-25)Online publication date: 9-Sep-2024
  • (2024)PairPlayVR: Shared Hand Control for Virtual GamesProceedings of the Augmented Humans International Conference 202410.1145/3652920.3653057(311-314)Online publication date: 4-Apr-2024
  • (2024)User Experience of Visualizations in Motion: A Case Study and Design ConsiderationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345631931:1(174-184)Online publication date: 13-Sep-2024
  • Show More Cited By

Index Terms

  1. Visual attention in 3D video games

      Recommendations

      Comments

      Information & Contributors

      Information

      Published In

      cover image ACM Conferences
      ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
      June 2006
      572 pages
      ISBN:1595933808
      DOI:10.1145/1178823
      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]

      Sponsors

      Publisher

      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 14 June 2006

      Permissions

      Request permissions for this article.

      Check for updates

      Author Tags

      1. games
      2. visual attention
      3. visual perception

      Qualifiers

      • Article

      Conference

      ACE2006
      Sponsor:

      Acceptance Rates

      Overall Acceptance Rate 36 of 90 submissions, 40%

      Contributors

      Other Metrics

      Bibliometrics & Citations

      Bibliometrics

      Article Metrics

      • Downloads (Last 12 months)240
      • Downloads (Last 6 weeks)29
      Reflects downloads up to 14 Feb 2025

      Other Metrics

      Citations

      Cited By

      View all
      • (2024)CoplayingVR: Understanding User Experience in Shared Control in Virtual RealityProceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies10.1145/36785088:3(1-25)Online publication date: 9-Sep-2024
      • (2024)PairPlayVR: Shared Hand Control for Virtual GamesProceedings of the Augmented Humans International Conference 202410.1145/3652920.3653057(311-314)Online publication date: 4-Apr-2024
      • (2024)User Experience of Visualizations in Motion: A Case Study and Design ConsiderationsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2024.345631931:1(174-184)Online publication date: 13-Sep-2024
      • (2024)A comparative analysis for eye movement characteristics between professional and non-professional players in FIFA eSports gameDisplays10.1016/j.displa.2023.10259981(102599)Online publication date: Jan-2024
      • (2024)The Influence of the Level of Detail and Interactivity of 3D Elements on UX in XR ApplicationsVirtual, Augmented and Mixed Reality10.1007/978-3-031-61041-7_19(290-300)Online publication date: 29-Jun-2024
      • (2023)Investigating Visual Perception Impairments through Serious Games and Eye Tracking to Anticipate Handwriting DifficultiesSensors10.3390/s2304176523:4(1765)Online publication date: 4-Feb-2023
      • (2023)Quantifying time perception during virtual reality gameplay using a multimodal biosensor-instrumented headset: a feasibility studyFrontiers in Neuroergonomics10.3389/fnrgo.2023.11891794Online publication date: 14-Jul-2023
      • (2023)Measuring gaze behavior to characterize spatial awareness skill in Rocket League2023 IEEE Conference on Games (CoG)10.1109/CoG57401.2023.10333185(1-8)Online publication date: 21-Aug-2023
      • (2022)Building Human Visual Attention Map for Construction Equipment TeleoperationFrontiers in Neuroscience10.3389/fnins.2022.89512616Online publication date: 10-Jun-2022
      • (2022)Guiding Game Design Decisions via Eye-Tracking: An Indie Game Case Study2022 Symposium on Eye Tracking Research and Applications10.1145/3517031.3529613(1-7)Online publication date: 8-Jun-2022
      • Show More Cited By

      View Options

      Login options

      View options

      PDF

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader

      Figures

      Tables

      Media

      Share

      Share

      Share this Publication link

      Share on social media