Antagonists for visuo-spatial games
This project’s aims are to build sufficiently accurate, live models of where, what and when a human player attends to during a game and to subsequently use these models against him or her by allowing a computer-based adversary to query the models for calculating its moves. Techniques to be used include eye movement tracking; live modeling of attention distribution and of selected cognitive parameters; action prediction; and elaborate system testing. Platforms will include an Eyelink II eye tracker; a C# eye tracking framework for use with live applications that was developed in the Usability lab; and a multi-touch screen/table. The games will likely be of board or configuration types. |