logo EDITE Zahen MALLA OSMAN
Identité
Zahen MALLA OSMAN
État académique
Soutenance prévue le 2015-12-14
Sujet: L'attention et la motivation dans les jeux vidéos: mesure, évaluation et perspectives
Direction de thèse:
Encadrement de thèse:
Laboratoire:
Voisinage
Ellipse bleue: doctorant, ellipse jaune: docteur, rectangle vert: permanent, rectangle jaune: HDR. Trait vert: encadrant de thèse, trait bleu: directeur de thèse, pointillé: jury d'évaluation à mi-parcours ou jury de thèse.
Productions scientifiques
oai:hal.archives-ouvertes.fr:hal-00986715
Non Intrusive Measures for Determining the Minimum Field of View for User Search Task in 3D Virtual Environments
In this paper, we report on an experiment to determine the minimum field of view that permits the user to perform an effective search task in a 3D virtual environment, by analyzing how the user controls the virtual camera. Our study exploits a model based on the use of several novel non-intrusive temporal and quantitative measures of visual attention, such as: fixation, gaze, and movement. Seven out of ten measures gave significant results with the same findings.
International Conference on Advances in Computer-Human Interactions The Seventh International Conference on Advances in Computer-Human Interactionsconference proceeding 2014-03-23
oai:hal.archives-ouvertes.fr:hal-01101307
A Non Intrusive Method for Measuring Visual Attention Designed for the Study and Characterization of Users' Behavior in Serious Games
issn 1942-2652
International audience
The study and characterization of user behavior in the context of human computer interaction allows us to improve the design of interactive applications. Using certain sensors to analyze user behavior such as an eye tracking system can be intrusive and uncomfortable. In this paper, we report on an experiment to determine the minimum field of view that permits the user to perform an effective search task in a 3D virtual environment, by analyzing how the user controls the virtual camera. Our study exploits a model based on the use of several novel non intrusive temporal and quantitative measures of visual attention, such as: fixation, gaze, and movement. Seven out of ten measures gave significant results with the same findings.
International Journal On Advances in Internet Technology https://hal.archives-ouvertes.fr/hal-01101307 International Journal On Advances in Internet Technology, IARIA, 2014, 7 (3&4), pp.262-271. <http://www.iariajournals.org/internet_technology/> http://www.iariajournals.org/internet_technology/Journal articles 2014-12-30
Soutenance
Thèse: L'attention comme vecteur d'ajustement de la difficulté dans les jeux vidéo
Soutenance: