◉ GAZE ATLAS

GAZE ATLAS / RESEARCH

Research behind the gaze.

Explore eye movement measurement, game interaction, visual training and human performance.
Follow a paper to its methods, sources and related games.

162publications2003 — 2026
Updated October 27, 2026↓ JSON↓ CSVSubmit a paper ↗

Publication library

162 publications

2026Conference paperGames & interaction

Anticipation Before Action: EEG-Based Implicit Intent Detection for Adaptive Gaze Interaction in Mixed Reality

Francesco Chiossi; Elnur Imamaliyev; Martin Bleichner; Sven Mayer

CHI 2026

A study with 28 participants combines EEG and eye tracking during mixed-reality observation and selection tasks. Anticipatory brain signals are examined as cues for adapting gaze interaction to users’ intended actions.

2026Journal articleTraining & rehabilitationFull-text assessed

Effects of an Eye-Tracking Digital Serious Game on Cognitive Function in Mild Cognitive Impairment: Pilot Intervention Study

Sang-Woo Lee; Jun-Su Kim; Seung-Jae Kim; Seungho Choun; Jeong-Heon Song

JMIR Formative Research

Twelve older adults with mild cognitive impairment completed 12 sessions of an eye-tracking serious game. Cognitive screening and eye-movement measures before and after training provide pilot observations for further intervention studies.

2026Journal articleClinical & developmental

Eye movements and ocular biomarkers in mild traumatic brain injury: from oculomotor pathophysiology to diagnosis and prognosis

Ioannis Mavroudis; Oindrila Das; Alin Ciobica; Dimitrios Kazis

Journal of Neurology, 273, 509

A narrative review examines saccades, pursuit, vergence and pupil measures in mild traumatic brain injury. It connects oculomotor physiology with diagnostic and prognostic research, including measurement standardization and longitudinal validation.

2026Journal articleTraining & rehabilitation

Eye-gaze-driven games to support oculomotor skills in young adults with cerebral palsy using eye-tracking technology: a multiple case study

Cristina Costantini; Claudia Salatino; Roberta Daini

Acta Psychologica, 269, 107455

A multiple-case study follows three young adults with cerebral palsy using four LookLab gaze games across five sessions. Pre/post visual assessments and usability observations examine the feasibility of game-based oculomotor practice.

2026Conference paperGames & interactionFull-text assessed

Eye-Tracking-Controlled Social Gameplay in Virtual Reality for Distance Learners

Alžběta Šašinková; František Holubec; Čeněk Šašinka

ETRA 2026 - Proceedings of the 2026 Symposium on Eye Tracking Research and Applications

Examines Terra Incognita — balloon quiz in a head-mounted VR setting, using gaze position or direction for selection or confirmation and social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2026Conference paperGames & interactionAbstract/HTML provisional

Eyes or Hands?: Evaluating Gaze-Pinch and Touch for Game Interaction on Apple Vision Pro

Aney Rani Paul; Farjana Z. Eishita

Proceedings - 2026 IEEE 5th International Conference on Intelligent Reality, ICIR 2026

Public abstract or HTML documentation describes Apple Vision Pro balloon-gallery game in a head-mounted VR setting, using gaze position or direction for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2026Conference paperTraining & rehabilitationFull-text assessed

GazeDrift: A Balloon-Popping Serious Game for Eye Tracking Troubleshooting in VR

László Kopácsi; Abdulrahman Mohamed Selim; Arham Ahmed; Michael Barz; Daniel Sonntag

Proceedings - 2026 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2026

Examines GazeDrift in a head-mounted VR setting, using gaze position or direction for selection or confirmation. This evidence-map record was assessed from the full text.

2026Journal articleGames & interaction

Integrating virtual reality and eye-tracking as a gamified assessment tool for self-regulated learning

David Vanecek; Inam Ur Rehman; Martin Dobias

Education and Information Technologies, 31, 4145–4190

The VR Zoo environment combines game tasks and eye tracking to assess self-regulated learning in 103 students. In-game indicators of cognition, metacognition and motivation are compared with external assessments.

2026Journal articleClinical & developmental

Oculomotor markers of functional impairment in traumatic brain injury using simple and predictive visual tracking

Shimrit Shani; Oren Kadosh; Yaron Sacher; Keren Cismariu-Potash; Yoram S. Bonneh

Frontiers in Neurology, 17, 1822886

Thirty patients in traumatic-brain-injury rehabilitation and 30 controls complete simple and predictive visual tracking tasks. Bedside eye-movement measures are examined alongside functional independence scores.

2026Book chapterTraining & rehabilitationAbstract/HTML provisional

Prototyping Gaze-Controlled Virtual Reality Video Games as a Way to Control Acute Pain in the Treatment of Burned Children

Mario Recabarren; Maria Gabriela Hidalgo; Francisco J. Gutiérrez

Lecture Notes in Computer Science

Public abstract or HTML documentation describes Burn-care VR gaze minigames in a head-mounted VR setting, using gaze position or direction for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2026Journal articleGames & interactionFull-text assessed

The Impact of Emotion Perception and Gaze Sharing on Collaborative Experience and Performance in Multiplayer Games

Lu Yin; He Zhang; Renke He

Journal of Eye Movement Research

Examines Fireboy and Watergirl — gaze-sharing adaptation in a desktop setting, using gaze position or direction for social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2026Journal articleSports performance

Tracking the athlete's eye: Comparing oculomotor metrics with non-athletes

Clea P. Tucker; Beatriz Barragan; Arianna Soave; Nafiseh Ghoroghchian; William Pei

Scientific Journal of Sport and Performance, 5(3), 516–529

A study of 163 college athletes uses eight virtual-reality oculomotor subtests and compares results with a normative population. The work examines athlete-specific eye-movement profiles for interpreting performance assessments.

2025Conference paperGames & interactionFull-text assessed

An Adaptive Brain-Computer Interface Game with Blink Controls and Cognitive State Monitoring

Saravanakumar Duraisamy; Nick Roeser; Mateusz Dubiel; Luis A. Leiva

International Conference on Intelligent User Interfaces, Proceedings IUI

Examines Adaptive dinosaur runner in a desktop setting, using blinking for actions or game-state changes. This evidence-map record was assessed from the full text.

2025Journal articleTraining & rehabilitationFull-text assessed

Analysis of a Novel Training Game with Eye Tracking and Electromyography for Autonomous Wheelchair Control

Peter Smith; Matt Dombrowski; Viviana Rivera; Maanya Pradeep; Delaney Gunnell; John Sparkman; Albert C. Manero

Applied Sciences (Switzerland)

Examines Limbitless Journey in a desktop setting, using gaze position or direction for selection or confirmation. This evidence-map record was assessed from the full text.

2025Conference paperMeasurement & methods

Enhancing Smartphone Eye Tracking with Cursor-Based Interactive Implicit Calibration

Chang Liu; Xiangyang Wang; Chun Yu; Yingtian Shi; Chongyang Wang; Ziqi Liu; Chen Liang; Yuanchun Shi

CHI 2025

COMETIC uses relationships between cursor movement and gaze during interaction to perform implicit calibration on smartphones. The approach investigates calibration embedded in ordinary cursor-guided tasks.

2025Conference paperGames & interactionAbstract/HTML provisional

Etherea: a Video Game for Individuals With Motor Disabilities With Eye-Tracking-Based Interaction

Edoardo Carrer; Susanna Brambilla; Marco Ligabue; Eleonora Chitti; Giuseppe Boccignone; N. Alberto Borghese; Laura Anna Ripamonti

SeGAH 2025 - 2025 IEEE 13th Conference on Serious Games and Applications for Health

Public abstract or HTML documentation describes Etherea in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2025Journal articleGames & interaction

Examination of Eye-Tracking, Head-Gaze, and Controller-Based Ray-Casting in TMT-VR: Performance and Usability Across Adulthood

Panagiotis Kourtesis; Evgenia Giatzoglou; Panagiotis Vorias; Katerina Alkisti Gounari; Eleni Orfanidou; Chrysanthi Nega

Multimodal Technologies and Interaction, 9(8), 76

Seventy-seven adults complete a virtual-reality Trail Making Test using eye tracking, head gaze and a hand controller. Completion time, spatial accuracy, errors and usability compare the interaction methods across age groups.

2025PreprintGames & interaction

Personalized Inhibition Training with Eye-Tracking: Enhancing Student Learning and Teacher Assessment in Educational Games

Abdul Rehman; Ilona Heldal; Diana Stilwell; Paula Costa Ferreira; Jerry Chun-Wei Lin

arXiv

This preprint studies eye movements in ReStroop, a recycling-themed inhibition-training game. Area-of-interest fixations and attention distribution across three difficulty levels support analysis of learning and teacher-facing assessment.

2024Journal articleClinical & developmentalFull-text assessed

A novel jigsaw game with eye-tracking: A multimodel interaction based on psycholinguistics for ADHD therapeutic

Wu Xinru

Computer Animation and Virtual Worlds

Examines Narrative eye-tracking jigsaw game in a desktop setting, using gaze position or direction for selection or confirmation and actions or game-state changes. This evidence-map record was assessed from the full text.

2024Journal articleMeasurement & methodsAbstract/HTML provisional

A real-time camera-based gaze-tracking system involving dual interactive modes and its application in gaming

He Zhang; Lu Yin; Hanling Zhang

Multimedia Systems

Public abstract or HTML documentation describes Dual-mode gaze/head-gaze game in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2024Conference paperGames & interactionFull-text assessed

Design a Game for Eyes: Experiencing Eye Tracking as the Primary Control Mechanism in Slumber Suburban

Zihan Feng; Shimin Sun; Qingya Zeng; Li Zheng

ACM International Conference Proceeding Series

Examines Slumber Suburban in a desktop setting, using gaze position or direction, blinking and eye closure or looking away for selection or confirmation and actions or game-state changes. This evidence-map record was assessed from the full text.

2024Conference paperTraining & rehabilitationAbstract/HTML provisional

Design and Validation of Attention Training Game Based on Eye Tracking Interaction

Chengbao Wang; Tianyang Zhang

Proceedings - 2024 International Conference on Information Technology, Communication Ecosystem and Management, ITCEM 2024

Public abstract or HTML documentation describes Eye-interaction attention-training game in a desktop setting, using gaze position or direction for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2024Conference paperGames & interactionAbstract/HTML provisional

Development of games using eye tracking devices

Patrik Voštinár; Michal Šrobár

2024 IEEE 17th International Scientific Conference on Informatics, INFORMATICS 2024 - Proceedings

Public abstract or HTML documentation describes Tobii eye-controlled games/application in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2024Conference paperGames & interactionFull-text assessed

Efects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain

Mark Colley; Beate Wanner; Max Rädler; Marcel Rötzer; Julian Frommel; Teresa Hirzle; Pascal Jansen; Enrico Rukzio

Conference on Human Factors in Computing Systems - Proceedings

Examines Shed Some Fear in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2024Conference paperGames & interactionAbstract/HTML provisional

Integrating Eye-Tracking in Games: Enhancing Player Experience and Understanding Social Gaze Issues

Yu Ting He; Shiwei Xie; Han Zhang; Yang Dai

GCCE 2024 - 2024 IEEE 13th Global Conference on Consumer Electronics

Public abstract or HTML documentation describes Social-gaze serious-game prototype in a desktop setting, using gaze position or direction for actions or game-state changes and social or shared-gaze interaction. Full-text verification remains pending.

2024Journal articleClinical & developmentalFull-text assessed

The Impact of Cues on Joint Attention in Children with Autism Spectrum Disorder: An Eye-Tracking Study in Virtual Games

Lili Liu; Shuang Li; Lin Tian; Xinyu Yao; Yutao Ling; Jingying Chen; Guangshuai Wang; Yang Yang

Behavioral Sciences

Examines LEGO Puzzle — joint attention in a desktop setting, using gaze position or direction for selection or confirmation and social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2024Journal articleGames & interactionAbstract/HTML provisional

User performance and engagement in multi-user gaming Environments: An experimental investigation through the group eye tracking (GET) paradigm

Cengiz Acartürk; Mehmetcan Fal; Murat Perit Çakır

Entertainment Computing

Public abstract or HTML documentation describes GET multi-user balloon-popping game in a desktop setting, using gaze position or direction for actions or game-state changes and social or shared-gaze interaction. Full-text verification remains pending.

2023Conference paperTraining & rehabilitationFull-text assessed

A LabVIEW Based Brain-Computer Interface Training Environment by Controlling Yoda Holograms Using Eye-Blinks According to an Interactive Game Framework

Oana Andreea Rușanu; Ileana Constanta Rosca

Lecture Notes in Networks and Systems

Examines Yoda hologram blink-code training in a holographic-display setting, using blinking for actions or game-state changes. This evidence-map record was assessed from the full text.

2023Conference paperGames & interactionFull-text assessed

Blink Don't Wink: Exploring Blinks as Input for VR Games

Mikkel Rosholm; Theo Khumsan; Jonas Valvik; Niels Christian Nilsson; Ali Adjorlu

Proceedings - SUI 2023: ACM Symposium on Spatial User Interaction

Examines Blink Don't Wink — VR minigame suite in a head-mounted VR setting, using blinking and eye closure or looking away for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2023Conference paperTraining & rehabilitationFull-text assessed

Design and research of strabismus correction therapy game system based on eye tracking technology

Baizhen Zhu; Xuebai Zhang; Sijing Zhang

ACM International Conference Proceeding Series

Examines Strabismus therapy game suite in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2023Conference paperMeasurement & methodsAbstract/HTML provisional

Evaluation of several gaze control methods for a board game with no time pressure

Julia Grech; Jacek Matulewski

Procedia Computer Science

Public abstract or HTML documentation describes Checkers — gaze-control study in a desktop setting, using gaze position or direction for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2022Conference paperTraining & rehabilitationFull-text assessed

Advancing dignity for adaptive wheelchair users via a hybrid eye tracking and electromyography training game

PETER A. S. SMITH; Matt Dombrowski; Shea McLinden; Calvin MacDonald; Devon Lynn; John Sparkman; Dominique Courbin; Albert C. Manero

Eye Tracking Research and Applications Symposium (ETRA)

Examines Limbitless Journey in a desktop setting, using gaze position or direction for selection or confirmation. This evidence-map record was assessed from the full text.

2022Conference paperGames & interactionFull-text assessed

All Birds Must Fly: The Experience of Multimodal Hands-free Gaming with Gaze and Nonverbal Voice Synchronization

Ramin Hedeshy; Chandan Kumar; Mike Lauer; Steffen Staab

ACM International Conference Proceeding Series

Examines All Birds Must Fly in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2022Journal articleTraining & rehabilitationFull-text assessed

The impact of eye-tracking games as a training case on students' learning interest and continuous learning intention in game design courses: Taking Flappy Bird as an example

Chao Gu; Jiangjie Chen; Jiacheng Lin; Shu‐Yuan Lin; Weilong Wu; Qianling Jiang; Chun K. Yang; Wei Wei

Learning and Motivation

Examines Blink-controlled Flappy Bird in a desktop setting, using blinking for actions or game-state changes. This evidence-map record was assessed from the full text.

2021Journal articleClinical & developmentalFull-text assessed

Design of an Interactive Virtual Reality System, InViRS, for Joint Attention Practice in Autistic Children

Ashwaq Zaini Amat; Huan Zhao; Amy R. Swanson; Amy S. Weitlauf; Zachary E. Warren; Nilanjan Sarkar

IEEE Transactions on Neural Systems and Rehabilitation Engineering

Examines InViRS — joint-attention game suite in a desktop setting, using gaze position or direction for social or shared-gaze interaction, adaptive gameplay and actions or game-state changes. This evidence-map record was assessed from the full text.

2021Conference paperClinical & developmentalFull-text assessed

Designing VR Games with Gaze Control for Directing Attention of Children with ADHD

Linda Graf; Leslie Scholemann; Maic Masuch

IEEE Conference on Computatonal Intelligence and Games, CIG

Examines VR Space Mission — ADHD attention prototype in a head-mounted VR setting, using gaze position or direction for aiming or targeting and selection or confirmation. This evidence-map record was assessed from the full text.

2021Book chapterGames & interactionAbstract/HTML provisional

Gaze as a Navigation and Control Mechanism in Third-Person Shooter Video Games

Patricio Isbej; Francisco J. Gutiérrez

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Public abstract or HTML documentation describes Gaze-controlled third-person shooter in a desktop setting, using gaze position or direction for movement or camera control, aiming or targeting and actions or game-state changes. Full-text verification remains pending.

2021Journal articleGames & interactionFull-text assessed

Investigating gaze interaction to support children's gameplay

Sofia Papavlasopoulou; Kshitij Sharma; Dávid Melhárt; Jasper Schellekens; Serena Lee‐Cultura; Michail N. Giannakos; Georgios N. Yiannakakis

International Journal of Child-Computer Interaction

Examines Xtreme Yoga in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2020Conference paperGames & interactionFull-text assessed

Characterizing the coordinating behaviors in a three vs. One ball possession game using gaze interaction

Takumi Akiyama; Kentaro Go; Akifumi Kijima; Yuichiro Kinoshita

CHI PLAY 2020 - Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play

Examines Three-vs-one ball possession game in a desktop setting, using gaze position or direction and smooth pursuit for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2020Conference paperGames & interactionFull-text assessed

Eye caramba: Gaze-based assistance for virtual reality aiming and throwing tasks in games

Martin Kocur; Martin Dechant; Michael Lankes; Christian G. Wolff; Regan Lee Mandryk

Eye Tracking Research and Applications Symposium (ETRA)

Examines Eye Caramba in a desktop setting, using gaze position or direction for aiming or targeting. This evidence-map record was assessed from the full text.

2020Conference paperGames & interactionFull-text assessed

More than Looking: Using Eye Movements behind the Eyelids as a New Game Mechanic

Argenis Ramírez Gómez; Hans W. Gellersen

CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play

Examines KryptonEyed in a desktop setting, using gaze position or direction and eye closure or looking away for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2020Conference paperGames & interactionFull-text assessed

Social Gaze in Minimalist Games

Michael Lankes

CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play

Examines Contact in a desktop setting, using gaze position or direction for social or shared-gaze interaction and actions or game-state changes. This evidence-map record was assessed from the full text.

2019PreprintGames & interaction

Atari-HEAD: Atari Human Eye-Tracking and Demonstration Dataset

Ruohan Zhang; Calen Walshe; Zhuode Liu; Lin Guan; Karl S. Muller; Jake A. Whritner; Luxin Zhang; Mary M. Hayhoe; Dana H. Ballard

arXiv:1903.06754

Pairs human actions with gaze during 20 Atari games. The dataset supports studies of visual attention, gaze prediction and imitation learning.

2019Conference paperGames & interactionFull-text assessed

Looking outside the box: Reflecting on gaze interaction in gameplay

Argenis Ramírez Gómez; Hans W. Gellersen

CHI PLAY 2019 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play

Examines Twileyed in a desktop setting, using gaze position or direction, blinking and eye closure or looking away for actions or game-state changes. This evidence-map record was assessed from the full text.

2019Journal articleGames & interactionFull-text assessed

Towards designing diegetic gaze in games: The use of gaze roles and metaphors

Argenis Ramírez Gómez; Michael Lankes

Multimodal Technologies and Interaction

Examines Twileyed in a desktop setting, using gaze position or direction, blinking and eye closure or looking away for actions or game-state changes. This evidence-map record was assessed from the full text.

2019Conference paperCognition & attentionFull-text assessed

Understanding user attention in VR using gaze controlled games

Murtada Dohan; Mu Mu

TVX 2019 - Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video

Examines VR alien-cube pursuit game in a head-mounted VR setting, using gaze position or direction and smooth pursuit for actions or game-state changes. This evidence-map record was assessed from the full text.

2018Journal articleGames & interaction

A Novel Approach to Training Attention and Gaze in ASD: A Feasibility and Efficacy Pilot Study

Leanne Chukoskie; Marissa Westerfield; Jeanne Townsend

Developmental Neurobiology

Pilot study of home gaze-contingent games for attention and eye movement training in adolescents with autism. Eight enrolled and six completed eight weeks of training.

2018Journal articleTraining & rehabilitationAbstract/HTML provisional

Development of an EOG-based system to control a serious game

Alberto López; Marta Fernández; Héctor Rodríguez; Francisco Javier Ferrero; Octavian Adrian Postolache

Measurement: Journal of the International Measurement Confederation

Public abstract or HTML documentation describes EOG serious game in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2018Conference paperMeasurement & methodsFull-text assessed

Ergonomic and Human-Centered Design of Wearable Gaming Controller Using Eye Movements and Facial Expressions

Ker-Jiun Wang; Anna Zhang; Kaiwen You; Fangyi Chen; Quanbo Liu; Yu Liu; Zaiwang Li; Hsiao-Wei Tung; Zhi‐Hong Mao

2018 IEEE International Conference on Consumer Electronics-Taiwan, ICCE-TW 2018

Examines Super Mario Bros — EXGbuds adaptation in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2018Conference paperTraining & rehabilitationFull-text assessed

Eye-Tracking for User Attention Evaluation in Adaptive Serious Games

Alexander Streicher; Sebastian Leidig; Wolfgang Roller

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Examines SaFIRa in a desktop setting, using gaze position or direction for adaptive gameplay and guidance or cueing. This evidence-map record was assessed from the full text.

2018Conference paperGames & interactionAbstract/HTML provisional

Measuring the impact of reinforcement learning on an electrooculography-only computer game

João Perdiz; Luís Garrote; Gabriel Pires; Urbano Nunes

2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018

Public abstract or HTML documentation describes EOG go-kart obstacle game in a desktop setting, using gaze position or direction and blinking for movement or camera control, actions or game-state changes and adaptive gameplay. Full-text verification remains pending.

2018Conference paperGames & interactionFull-text assessed

TrackMaze: A comparison of head-tracking, eye-tracking, and tilt as input methods for mobile games

Mahdieh Abbaszadegan; Sohrab Yaghoubi; Ian Scott MacKenzie

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Examines TrackMaze in a mobile setting, using gaze position or direction for movement or camera control. This evidence-map record was assessed from the full text.

2017Conference paperGames & interactionAbstract/HTML provisional

Effects of galvanic skin response feedback on user experience in gaze-controlled gaming: A pilot study

Fanny Larradet; Giacinto Barresi; Leonardo S. Mattos

Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS

Public abstract or HTML documentation describes Gaze-controlled game with GSR relaxation command in a desktop setting, using gaze position or direction for actions or game-state changes and adaptive gameplay. Full-text verification remains pending.

2017Conference paperGames & interactionFull-text assessed

Exploring gaze and hand gestures for non-verbal in-game communication

Bernhard Maurer; Alina Krischkowsky; Manfred Tscheligi

CHI PLAY 2017 Extended Abstracts - Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play

Examines Gaze-and-hand cooperative game suite in a desktop setting, using gaze position or direction for social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2017Book chapterMeasurement & methodsAbstract/HTML provisional

Live gaze-based authentication and gaming system

Quan Wang; Lelai Deng; Hao Cheng; Hualei Fan; Xiaoping Du; Qinghong Yang

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Public abstract or HTML documentation describes Authenticated gaze-controlled game in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2017Conference paperGames & interactionFull-text assessed

Meyendtris: A hands-free, multimodal tetris clone using eye tracking and passive BCI for intuitive neuroadaptive gaming

Laurens Ruben Krol; Sarah-Christin Freytag; Thorsten O. Zander

ICMI 2017 - Proceedings of the 19th ACM International Conference on Multimodal Interaction

Examines Meyendtris in a desktop setting, using gaze position or direction for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2016Conference paperGames & interactionFull-text assessed

An eye for an eye: Gaze input in competitive online games and its effects on social presence

Michael Lankes; Bernhard Maurer; Barbara Stiglbauer

ACM International Conference Proceeding Series

Examines Mills — shared-gaze adaptation; Screencheat — shared-gaze adaptation in a desktop setting, using gaze position or direction for social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2016Conference paperGames & interactionAbstract/HTML provisional

Electrooculogram-based virtual reality game control using blink detection and gaze calibration

Devender Kumar; Amit Sharma

2016 International Conference on Advances in Computing, Communications and Informatics, ICACCI 2016

Public abstract or HTML documentation describes VRrailSurfer in a head-mounted VR setting, using gaze position or direction and blinking for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2016Book chapterGames & interactionAbstract/HTML provisional

EyeCo: Effects of shared gaze on social presence in an online cooperative game

Bernhard Maurer; Michael Lankes; Barbara Stiglbauer; Manfred Tscheligi

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Public abstract or HTML documentation describes EyeCo in a desktop setting, using gaze position or direction for social or shared-gaze interaction. Full-text verification remains pending.

2016Book chapterGames & interactionAbstract/HTML provisional

GazeAR: Mobile gaze-based interaction in the context of augmented reality games

Michael Lankes; Barbara Stiglbauer

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Public abstract or HTML documentation describes GazeAR mobile AR game prototypes in a mobile augmented-reality setting, using gaze position or direction for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2016Conference paperGames & interactionFull-text assessed

GazeArchers: Playing with individual and shared attention in a two-player look&shoot tabletop game

Ken Pfeuffer; Jason Alexander; Hans W. Gellersen

ACM International Conference Proceeding Series

Examines GazeArchers in a tabletop setting, using gaze position or direction for aiming or targeting, social or shared-gaze interaction and actions or game-state changes. This evidence-map record was assessed from the full text.

2016Conference paperGames & interactionAbstract/HTML provisional

If looks could kill: Humanoid robots play a gaze-based social game with humans

Oskar Palinko; Alessandra Sciutti; Yujin Wakita; Yoshio Matsumoto; Giulio Sandini

IEEE-RAS International Conference on Humanoid Robots

Public abstract or HTML documentation describes Wink Murder — humanoid-robot adaptation in a physical-robot setting, using gaze position or direction and blinking for social or shared-gaze interaction and actions or game-state changes. Full-text verification remains pending.

2015Conference paperGames & interactionFull-text assessed

A field study on spontaneous gaze-based interaction with a public display using pursuits

Mohamed Khamis; Florian Alt; Andreas Bulling

UbiComp and ISWC 2015 - Proceedings of the 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and the Proceedings of the 2015 ACM International Symposium on Wearable Computers

Examines Eye Fishing in a public-display setting, using gaze position or direction and smooth pursuit for selection or confirmation and actions or game-state changes. This evidence-map record was assessed from the full text.

2015Conference paperGames & interactionFull-text assessed

Gaze-based onlooker integration: Exploring the in-between of active player and passive spectator in co-located gaming

Bernhard Maurer; Ilhan Aslan; Martin Wuchse; Katja Neureiter; Manfred Tscheligi

CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play

Examines Infinite Mario — Onlooker adaptation in a desktop setting, using gaze position or direction for social or shared-gaze interaction and guidance or cueing. This evidence-map record was assessed from the full text.

2015Conference paperGames & interactionFull-text assessed

Gaze-supported gaming: MAGIC techniques for first person shooters

Eduardo Velloso; Amy Fleming; Jason Alexander; Hans Gellersen

CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play

Examines Battlefield 3 — MAGIC Sense adaptation in a desktop setting, using gaze position or direction for aiming or targeting and movement or camera control. This evidence-map record was assessed from the full text.

2015Journal articleGames & interactionFull-text assessed

Real-Time Control of a Video Game Using Eye Movements and Two Temporal EEG Sensors

Abdelkader Nasreddine Belkacem; Supat Saetia; Kalanyu Zintus-art; Duk Shin; Hiroyuki Kambara; Natsue Yoshimura; Nasreddine Berrached; Yasuharu Koike

Computational Intelligence and Neuroscience

Examines Meteor-evasion eye-controlled game in a desktop setting, using gaze position or direction for movement or camera control. This evidence-map record was assessed from the full text.

2015Conference paperGames & interactionFull-text assessed

Taking a look at the player's gaze: The effects of gaze visualizations on the perceived presence in games

Michael Lankes; Stefan Wagner

DiGRA 2015 - Proceedings of the 2015 DiGRA International Conference: Diversity of Play

Examines Limus and the Eyes of the Beholders; Fractile in a desktop setting, using gaze position or direction for actions or game-state changes and guidance or cueing. This evidence-map record was assessed from the full text.

2015Conference paperGames & interactionFull-text assessed

The royal corgi: Exploring social gaze interaction for immersive gameplay

Melodie Vidal; Remi Bismuth; Andreas Bulling; Hans Gellersen

Conference on Human Factors in Computing Systems - Proceedings

Examines The Royal Corgi in a desktop setting, using gaze position or direction for social or shared-gaze interaction and actions or game-state changes. This evidence-map record was assessed from the full text.

2014Conference paperGames & interactionFull-text assessed

Dynamically adapting an ai game engine based on players' eye movements and strategies

Stefanie Wetzel; Katta Spiel; Sven Bertel

EICS 2014 - Proceedings of the 2014 ACM SIGCHI Symposium on Engineering Interactive Computing Systems

Examines Hex — gaze-adaptive antagonist in a desktop setting, using gaze position or direction for adaptive gameplay. This evidence-map record was assessed from the full text.

2014Conference paperGames & interactionFull-text assessed

Whom are you looking for? the effects of different player representation relations on the presence in gaze-based games

Michael Lankes; Thomas Mirlacher; Stefan Wagner; Wolfgang Hochleitner

CHI PLAY 2014 - Proceedings of the 2014 Annual Symposium on Computer-Human Interaction in Play

Examines Limus and the Eyes of the Beholders in a desktop setting, using gaze position or direction for actions or game-state changes. This evidence-map record was assessed from the full text.

2013Conference paperGames & interactionAbstract/HTML provisional

A wireless Electrooculography-based human-computer interface for baseball game

Chin-Teng Lin; Shang-Lin Wu; Wei-Ling Jiang; Jyun-Wei Liang; Shi-An Chen

ICICS 2013 - Conference Guide of the 9th International Conference on Information, Communications and Signal Processing

Public abstract or HTML documentation describes Wireless-EOG baseball game in a desktop setting, using gaze position or direction and blinking for selection or confirmation and actions or game-state changes. Full-text verification remains pending.

2013Journal articleGames & interactionFull-text assessed

Evaluation and comparison of a multimodal combination of BCI paradigms and eye tracking with affordable consumer-grade hardware in a gaming context

Nataliya Kosmyna; Franck Tarpin-Bernard

IEEE Transactions on Computational Intelligence and AI in Games

Examines 3×3 rotation puzzle — eye tracking + BCI in a desktop setting, using gaze position or direction for selection or confirmation and actions or game-state changes. This evidence-map record was assessed from the full text.

2013Journal articleGames & interactionFull-text assessed

Performing locomotion tasks in immersive computer games with an adapted eye-tracking interface

Stephen Vickers; Howell Owen Istance; Aulikki Hyrskykari

ACM Transactions on Accessible Computing

Examines World of Warcraft — gaze-access adaptation in a desktop setting, using gaze position or direction for movement or camera control and selection or confirmation. This evidence-map record was assessed from the full text.

2013Conference paperGames & interactionFull-text assessed

Wayla - novel gaming experience through unique gaze interaction

Wein Chang; Po-An Shen; Kushal Ponnam; Helena Barbosa; Monchu Chen; Sergi Bermúdez i Badia

ACM SIGGRAPH 2013 Emerging Technologies, SIGGRAPH 2013

Examines WAYLA in a desktop setting, using gaze position or direction for actions or game-state changes and social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2011Conference paperGames & interactionFull-text assessed

Hyakunin-Eyesshu: A tabletop Hyakunin-Isshu game with computer opponent by the action prediction based on gaze detection

Michiya Yamamoto; Munehiro Komeda; Takashi Nagamatsu; Tomio Watanabe

ACM International Conference Proceeding Series

Examines Hyakunin-Eyesshu in a tabletop setting, using gaze position or direction for adaptive gameplay and social or shared-gaze interaction. This evidence-map record was assessed from the full text.

2010Conference paperMeasurement & methodsFull-text assessed

Designing gaze gestures for gaming: An investigation of performance

Howell Owen Istance; Aulikki Hyrskykari; Lauri Immonen; Santtu Mansikkamaa; Stephen Vickers

Eye Tracking Research and Applications Symposium (ETRA)

Examines World of Warcraft — gaze-access adaptation in a desktop setting, using gaze position or direction for actions or game-state changes. This evidence-map record was assessed from the full text.

2009Book chapterGames & interactionFull-text assessed

For your eyes only: Controlling 3D online games by eye-gaze

Howell Istance; Aulikki Hyrskykari; Stephen Vickers; Thiago Chaves

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Examines World of Warcraft — gaze-access adaptation in a desktop setting, using gaze position or direction for movement or camera control, selection or confirmation and actions or game-state changes. This evidence-map record was assessed from the full text.

2009Conference paperGames & interactionFull-text assessed

Gaze-based interaction with Massively Multiplayer On-line Games

Howell Owen Istance; Stephen Vickers; Aulikki Hyrskykari

Conference on Human Factors in Computing Systems - Proceedings

Examines World of Warcraft — gaze-access adaptation in a desktop setting, using gaze position or direction for movement or camera control and selection or confirmation. This evidence-map record was assessed from the full text.

2009Journal articleGames & interactionAbstract/HTML provisional

Play games with eyes: A portable EOG based HCI system for game control

Weidong Chen; Xiang Li; Y. Hao; J. Liu; Dongrong Xu; Xiaoxiang Zheng

Journal of Information and Computational Science

Public abstract or HTML documentation describes Counter-Strike — portable EOG adaptation in a desktop setting, using gaze position or direction and blinking for movement or camera control and actions or game-state changes. Full-text verification remains pending.

2008Conference paperGames & interactionAbstract/HTML provisional

EyeMote - Towards context-aware gaming using eye movements recorded from wearable electrooculography

Andreas Bulling; Daniel Roggen; Gerhard Tröster

Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)

Public abstract or HTML documentation describes EyeMote stationary game demonstration in a desktop setting, using gaze position or direction for actions or game-state changes. Full-text verification remains pending.

2008Conference paperGames & interactionFull-text assessed

Invisible Eni - Using gaze and pupil size to control a game

Inger M. Ekman; Antti Poikola; Meeri Mäkäräinen

Conference on Human Factors in Computing Systems - Proceedings

Examines Invisible Eni in a desktop setting, using gaze position or direction, blinking, eye closure or looking away and pupil size for movement or camera control and actions or game-state changes. This evidence-map record was assessed from the full text.

2006Conference paperGames & interactionFull-text assessed

Use of eye movements for video game control

J. D. Smith; T.C. Nicholas Graham

International Conference on Advances in Computer Entertainment Technology 2006

Examines Jake2 — gaze-orientation adaptation; Gaze-avatar communication prototype; Missile Command — gaze-targeting adaptation in a desktop setting, using gaze position or direction for movement or camera control, social or shared-gaze interaction and aiming or targeting. This evidence-map record was assessed from the full text.

Publications & sources

The library adds 85 non-duplicate publications from an interaction-focused scoping review to the 77 previously curated records. Of the additions, 63 were assessed from full text and 22 remain provisional from public abstracts or HTML documentation. Evidence status reflects the assessment recorded by contributor WeiWu0115. Each new record identifies its evidence status and retains coded eye signals, interaction roles, system names and evidence cluster; provisional records still require full-text verification.

Bibliographic details draw on DOI metadata, readable source documents, and publisher or author pages. Original bilingual summaries describe systems and interaction mechanisms rather than replacing reported results. Related games are linked only when a high-confidence match is available. Original summaries use CC BY 4.0; source publications retain their original rights.

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