Implementation of a Stable Point-of-View for Dual Gazing based on the Principle of Eye Movement 


Vol. 46,  No. 5, pp. 419-430, May  2019
10.5626/JOK.2019.46.5.419


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  Abstract

Using a dual gaze with eye movement in a first-person game provides a stable view while minimizing blurring of images. The First Person Shooter (FPS) game is based on a first-person viewpoint, since the camera responsible for the player`s gaze and the characters in the game are combined. Thus, when the character moves, the viewpoint moves together, which is the same principle underlying fixed vision with a still head. However, the eyes and the head are separate. Therefore, under multiple eye movements, the head follows the eye after gazing at the object initially, which allows a steady gaze at an object even under body movements.
In this paper, we propose a stable perspective based on the principle of vestibular reflex to the camera in the FPS game. The game environment is created using the Unity game engine, and the stable viewpoint of the dual gaze is demonstrated by comparing the viewpoints when the eye and head are fixed under specific scenarios and during the vestibular reflex.


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  Cite this article

[IEEE Style]

I. Eom, H. Lee, A. B, Y. Chai, "Implementation of a Stable Point-of-View for Dual Gazing based on the Principle of Eye Movement," Journal of KIISE, JOK, vol. 46, no. 5, pp. 419-430, 2019. DOI: 10.5626/JOK.2019.46.5.419.


[ACM Style]

Ire Eom, Hanna Lee, Adithya B, and Youngho Chai. 2019. Implementation of a Stable Point-of-View for Dual Gazing based on the Principle of Eye Movement. Journal of KIISE, JOK, 46, 5, (2019), 419-430. DOI: 10.5626/JOK.2019.46.5.419.


[KCI Style]

엄이레, 이한나, 아디띠야 비, 채영호, "안구 운동의 원리를 적용한 이중 응시의 안정적 시점 뷰 구현," 한국정보과학회 논문지, 제46권, 제5호, 419~430쪽, 2019. DOI: 10.5626/JOK.2019.46.5.419.


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