Crazy Belts: One of the first eye-tracking based game
Crazy Belts has been revamped and re-designed from its original version controlled by mouse to a totally new experience using eye tracking technology from The Eye Tribe. This development is not a mere porting from mouse-to-eye tracking, but a tremendous effort analysing players behaviour tackling precision, flow and eye fatigue when playing. From the most obvious possible implementations we’ve evolved to a ready-to-publish new game experience, with tons of learnings directly applicable to new principles on game design for this interaction model
Eye tracking basics
Eye tracking is a technology that consists in calculating the eye gaze point of a user as he or she looks around. A device equipped with an eye tracker enables users to use their eye gaze as an input modality that can be combined with other input devices like mouse, keyboard, touch and gestures, referred as active applications.
The eye gaze coordinates are calculated with respect to a screen the person is looking at, and are represented by a pair of (x, y) coordinates given on the screen coordinate system.
The user needs to be located within the Tracker’s trackbox. The trackbox is defined as the volume in space where the user can theoretically be tracked by the system.
When the system is calibrated, the eye tracking software calculates the user’s eye gaze coordinates with an average accuracy of around 0.5 to 1º of visual angle. Assuming the user sits approximately 60 cm away from the screen/tracker, this accuracy corresponds to an on-screen average error of 0.5 to 1 cm
Do not hesitate contact us at email@example.com and learn how jemchicomac can help you integrating eye-tracking technology into your project.
We’ve worked in collaboration with leading Eye-Tracking hardware vendor The Eye Tribe