Towards Adaptive Virtual Camera Control in Computer Games

Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model...

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Published inSmart Graphics pp. 25 - 36
Main Authors Burelli, Paolo, Yannakakis, Georgios N.
Format Book Chapter
LanguageEnglish
Published Berlin, Heidelberg Springer Berlin Heidelberg 2011
SeriesLecture Notes in Computer Science
Subjects
Online AccessGet full text
ISBN3642225705
9783642225703
ISSN0302-9743
1611-3349
DOI10.1007/978-3-642-22571-0_3

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Abstract Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed.
AbstractList Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set of desired visual properties. We investigate the relationship between camera placement and playing behaviour in games and build a user model of the camera behaviour that can be used to control camera movements based on player preferences. For this purpose, we collect eye gaze, camera and game-play data from subjects playing a 3D platform game, we cluster gaze and camera information to identify camera behaviour profiles and we employ machine learning to build predictive models of the virtual camera behaviour. The performance of the models on unseen data reveals accuracies above 70% for all the player behaviour types identified. The characteristics of the generated models, their limits and their use for creating adaptive automatic camera control in games is discussed.
Author Burelli, Paolo
Yannakakis, Georgios N.
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Snippet Automatic camera control aims to define a framework to control virtual camera movements in dynamic and unpredictable virtual environments while ensuring a set...
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Computer Game
Fuel Cell
Smooth Pursuit
Title Towards Adaptive Virtual Camera Control in Computer Games
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