SwePub
Sök i SwePub databas

  Utökad sökning

Träfflista för sökning "WFRF:(Nacke Lennart) "

Sökning: WFRF:(Nacke Lennart)

  • Resultat 1-27 av 27
Sortera/gruppera träfflistan
   
NumreringReferensOmslagsbildHitta
1.
  • Nacke, Lennart, et al. (författare)
  • Brain Training for Silver Gamers : Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
  • 2009
  • Ingår i: Cyberpsychology & Behavior. - : Mary Ann Liebert, Inc.. - 1094-9313 .- 1557-8364. ; 12:5, s. 493-499
  • Tidskriftsartikel (refereegranskat)abstract
    • In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released “brain-training” games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2×2 mixed factorial design (age group: young and old×game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem– solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.
  •  
2.
  • Girouard, Audrey, et al. (författare)
  • Brain, Body and Bytes : Psychophysiological User Interaction
  • 2010
  • Konferensbidrag (refereegranskat)abstract
    • The human brain and body are prolific signal generators. Recent technologies and computing techniques allow us to measure, process and interpret these signals. We can now infer such things as cognitive and emotional states to create adaptive interactive systems and to gain an understanding of user experience. This workshop brings together researchers from the formerly separated communities of physiological computing (PC), and brain-computer interfaces (BCI) to discuss psychophysiological computing. We set out to identify key research challenges, potential global synergies, and emerging technological contributions.
  •  
3.
  • Grimshaw, Mark, et al. (författare)
  • Sound and Immersion in the First-Person Shooter : Mixed Measurement of the Player's Sonic Experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Player immersion is the holy grail of computer game designers particularly in environments such as those found in first-person shooters. However, little is understood about the processes of immersion and much is assumed. This is certainly the case with sound and its immersive potential. Some theoretical work explores this sonic relationship but little experimental data exist to either confirm or invalidate existing theories and assumptions. This paper summarizes and reports on the results of a preliminary psychophysiological experiment to measure human arousal and valence in the context of sound and immersion in first-person shooter computer games. It is conducted in the context of a larger set of psychophysiological investigations assessing the nature of the player experience and is the first in a series of systematic experiments investigating the player's relationship to sound in the genre. In addition to answering questionnaires, participants were required to play a bespoke Half-Life 2 level whilst being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. We hypothesize that subjective responses correlated with objective measurements provide a more accurate assessment of the player's physical arousal and emotional valence and that changes in these factors may be mapped to subjective states of immersion in first-person shooter computer games.
  •  
4.
  • Lindley, Craig, et al. (författare)
  • Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • All games are cognitive learning environments. A cognitive approach to understanding games and gameplay emphasises the analysis and understanding of these learning functions and how game design features facilitate them. The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion. Psychophysiological techniques provide empirical methods for investigating play that provide a foundation for developing plausible models of what those cognitive decision processes are, how they relate to design features and how emotions integrated with task performance lead to rewards of play, creating an experience of 'fun'.
  •  
5.
  • Lindley, Craig, et al. (författare)
  • What does it mean to understand gameplay?
  • 2007
  • Konferensbidrag (refereegranskat)abstract
    • Understanding gameplay requires a consideration of basic epistemological questions about the nature of understanding. Grounded in a tradition of philosophical hermeneutics, it is possible to approach the understanding of gameplay as a matter of generating mappings to explanatory frameworks in alternative interpretation paradigms. It is especially useful to consider gameplay from perspectives of cognitive science, semiotics, consciousness studies and aesthetics. Each of these approaches provides a different but compatible perspective on understanding play. Integrating these perspectives without losing their differences provides a comprehensive theoretical framework for play analysis.
  •  
6.
  • Nacke, Lennart (författare)
  • Affective Ludology : Scientific Measurement of User Experience in Interactive Entertainment
  • 2009
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • Digital games provide the most engaging interactive experiences. Researching gameplay experience is done mainly in the science and technology (e.g., human-computer interaction, physiological and entertainment computing) and social science (e.g., media psychology, psychophysiology, and communication sciences) research communities. This thesis is located at the intersection of these research areas, bringing together emerging methodological and scientific approaches from these multi-faceted communities for an affective ludology; a novel take on game analysis and design with focus on the player. The thesis contributes to game research with three important results: (1) the establishment of an objective/subjective correlation methodology founded on psychophysiological methods, (2) the creation of a formal theoretical framework in which to conduct user experience (UX) research related to games, and (3) the combination of results regarding cognitive and emotional factors for describing, defining, and classifying the interactive relationship between players and games. Two approaches for measuring gameplay experience are used in this thesis. First, objective assessment of physiological user responses together with automated event-logging techniques, so called game metrics, allows collecting essential player- and game-related variables for a comprehensive understanding of their interaction. Second, using psychometric questionnaires allows a reliable assessment of players' subjective emotion and cognition during gameplay. The benefit of psychophysiological methods is that they are non-intrusive, covert, reliable, and objective. To fully understand psychophysiological results, a correlation between subjective gameplay experience ratings and psychophysiological responses is necessary and has been done in this thesis and prior work it builds on. This thesis explores objective and subjective assessment of gameplay experience in several experiments. The experiments focus on (1) level design implications from psychophysiological and questionnaire measurements, (2) the impact of form and age on subjective gameplay experience, (3) the impact of game audio and sound on objective and subjective player responses, and (4) the impact of game interaction design on and the relationship between experience and electroencephalographic measures. In addition, the thesis includes a theoretical framework for UX research in games, which classifies gameplay experience along the dimensions of abstraction and time. One remaining conceptual and empirical challenge for this framework is the huge variety of vaguely defined experiential phenomena, such as immersion, flow, presence, and engagement. However, the results from the experimental studies show that by establishing correlations between psychophysiological responses and questionnaire data, we are approaching a better, scientifically grounded, understanding of gameplay experience. Many possibilities open from here. More detailed analyses of cognition will help us understand to what extend gameplay experience depends on emotional or cognitive processing. In addition, the inclusion of more complex and detailed gameplay metrics data together with psychophysiological metrics will enable a comprehensive analysis of player behavior, attention, and motivation. Finally, the integration of new measurement technologies in interactive entertainment applications will not only allow a detailed assessment of gameplay, but also improve physical and mental interaction with future games.
  •  
7.
  • Nacke, Lennart, et al. (författare)
  • Affective Ludology, Flow and Immersion in a First- Person Shooter : Measurement of Player Experience
  • 2009
  • Ingår i: Loading..., The Journal of the Canadian Game Studies Association. - : The Canadian Game Studies Association. - 1923-2691. ; 3:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun. These informal terms require a scientific explanation. Ludologists also acknowledge the need to understand cognition, emotion, and goal- oriented behavior of players from a psychological perspective by establishing rigorous methodologies. This paper builds upon and extends prior work in an area for which we would like to coin the term "affective ludology." The area is concerned with the affective measurement of player-game interaction. The experimental study reported here investigated different traits of gameplay experience using subjective (i.e., questionnaires) and objective (i.e., psychophysiological) measures. Participants played three Half-Life 2 game level design modifications while measures such as electromyography (EMG), electrodermal activity (EDA) were taken and questionnaire responses were collected. A level designed for combat-oriented flow experience demonstrated significant high-arousal positive affect emotions. This method shows that emotional patterns emerge from different level designs, which has great potential for providing real-time emotional profiles of gameplay that may be generated together with self- reported subjective player experience descriptions.
  •  
8.
  • Nacke, Lennart, et al. (författare)
  • Boredom, Immersion, Flow : A pilot study investigating player experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Designing and evaluating gameplay experience comes to life after measures for player experience have been found. This paper describes a pilot study measuring game experience with a set of game stimuli especially designed for different player experiences. Gameplay experience is measured using self-report questionnaires after each play session. Results of the questionnaires are then separately compared to design intentions and player evaluations. Our experiment shows that gameplay experience can be assessed with a high reliability for certain gameplay features.
  •  
9.
  • Nacke, Lennart, et al. (författare)
  • Electroencephalographic Assessment of Player Experience : A Pilot Study in Affective Ludology
  • 2011
  • Ingår i: Journal Simulation & Gaming. - : SAGE. - 1046-8781 .- 1552-826X. ; 42:5, s. 632-655
  • Tidskriftsartikel (refereegranskat)abstract
    • Psychophysiological methods, such as electroencephalography (EEG), provide non-intrusive and reliable measurements of affective player experience. For studying player experience, we present a pilot study and its initial results to solidify a research approach we call affective ludology, a research area concerned with the affective measurement of player-game interaction. The study investigates the impact of level design on brainwave activity measured with EEG and player experience measured with questionnaires; with the goal of understanding cognition, emotion, and player behavior from a psychological perspective. For this purpose, a methodology for assessing gameplay experience with subjective and objective measures was further developed that extends prior work in affective measurements of digital games. We report the result of this pilot study, the impact of three different level design conditions (boredom, immersion, and flow) on EEG and subjective indicators of gameplay experience. Results from the subjective gameplay experience questionnaire support the validity of our level design conditions. Patterns of EEG spectral power show that the immersion level design elicits more activity in the theta band, which may support a relationship between virtual spatial navigation or exploration and theta activity. Our research shows that facets of gameplay experience can be assessed with measures of affective ludology, such as EEG, in which cognitive patterns emerge from different level designs.
  •  
10.
  • Nacke, Lennart, et al. (författare)
  • Flow and Immersion in First-Person Shooters : Measuring the player’s gameplay experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
  •  
11.
  • Nacke, Lennart (författare)
  • Focus on your players : Psychophysiological player experience logging as a powerful tool for gameplay analysis
  • 2008
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • With a recently gained emphasis on new input devices and interaction techniques, like gestural movement, eye tracking and biofeedback, designers of tomorrow will have to think far beyond what we call games in a classical sense today. Gameplay becomes a more immersive experience, a space of fun decoupled from the experience of using a computer. The benefit of using these new devices is that they also enable a more precise and empirical measurement of gameplay. Thus, from an academic side it becomes more interesting to research the effect a game has on players than to focus on the game as an entity itself. By empirically understanding how players experience games, we can then reflect and use this gained knowledge to enhance specific design aspects of games.
  •  
12.
  • Nacke, Lennart (författare)
  • From Playability to a Hierarchical Game Usability Model
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents a brief review of current playability and game usability models. This leads to the conception of a high-level game usability framework model that integrates current usability approaches in game industry and game research.
  •  
13.
  • Nacke, Lennart (författare)
  • Future Game Design : Biofeedback and Player Experience
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • This seminar presents and discusses the ongoing work of major game researchers within the EU financed research project "The Fun of Gaming: Measuring the Human Experience of Media Enjoyment" (http://project.hkkk.fi/fuga/). The scope of the project is to measure player experience and design new game applications for a future generation of gamers that harness the power of modern input devices (like eye trackers, positional sensors like the Wiimote, galvanic skin conductance electrodes, sound interaction, etc.) to create a measurable, more enjoyable player experience (measured with biofeedback like EMG and EEG as well as questionnaires). This talk will introduce the reader to input technology that will soon reach the mass market and become readily available for game developers and designers. We will discuss the challenges this new input technology presents to current generation developers and the potential it holds. The adaptability of games to biofeedback mechanisms will be discussed and numerous examples of new game designs harnessing the power of biofeedback will be presented. An interesting insight in results of the ongoing experimental studies is given as well as a discussion of the implications this holds understanding player experience. We close with a moderated dialog on how interactive entertainment could be designed in the future using the innovative techniques presented in this lecture.
  •  
14.
  • Nacke, Lennart (författare)
  • Game Design and Player Emotions
  • 2008
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This talk gives a brief overview of how game design can influence player emotions. We will not only talk about what player emotions are currently elicited by game designs, but also about how to measure those emotions using physiological and psychological methods. We close with current research results of the FUGA project.
  •  
15.
  • Nacke, Lennart (författare)
  • Game Experience : Components and Methods of Measurement
  • 2009
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • In this talk, we will have a look at game experience models and what components they consist of. Next, we continue to identify what components could potentially be measured using the methodology established in the EU-funded FUGA project. We establish a basic model of player experience and propose how this is useful for game industry and research.
  •  
16.
  • Nacke, Lennart, et al. (författare)
  • Game Metrics and Biometrics : The Future of Player Experience Research
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • There is a call in industry and research for objective evaluation of player experience in games. With recent technological advancements, it is possible to automatically log numerical information on in-game player behavior and put this into temporal, spatial, and psychophysiological context. The latter is done using biometric evaluation techniques, like electromyography (EMG), electroencephalography (EEG), and eye tracking. Therefore, it is necessary to discuss experimental results in academia and best practices in industry. This panel brings together experts from both worlds sharing their knowledge using conventional and experimental, qualitative and quantitative methods of player experience in games.
  •  
17.
  • Nacke, Lennart, et al. (författare)
  • Gameplay Experience in a Gaze Interaction Game
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
  •  
18.
  • Nacke, Lennart, et al. (författare)
  • Log Who’s Playing : Psychophysiological Game Analysis Made Easy through Event Logging
  • 2008
  • Konferensbidrag (refereegranskat)abstract
    • Modern psychophysiological game research faces the problem that for understanding the computer game experience, it needs to analyze game events with high temporal resolution and within the game context. This is the only way to achieve greater understanding of gameplay and the player experience with the use of psychophysiological instrumentation. This paper presents a solution to recording in-game events with the frequency and accuracy of psychophysiological recording systems, by sending out event byte codes through a parallel port to the psychophysiological signal acquisition hardware. Thus, psychophysiological data can immediately be correlated with in-game data. By employing this system for psychophysiological game experiments, researchers will be able to analyze gameplay in greater detail in future studies.
  •  
19.
  • Nacke, Lennart (författare)
  • Measuring players' experience of games and real-time simulations
  • 2008
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This talk introduces play experience measurement methods developed in the EU-funded FUGA project. It has a special focus on using these methods for serious games and real-time simulation projects, since the measurement of fun is especially important for engaging learning environments. We conclude with biofeedback methods and how this natural interface can provide new possibilities for game design.
  •  
20.
  • Nacke, Lennart, et al. (författare)
  • More than a feeling : Measurement of sonic user experience and psychophysiology in a first-person shooter game
  • 2010
  • Ingår i: Interacting with computers. - : ELSEVIER. - 0953-5438 .- 1873-7951. ; 22:5 Sp. Iss. SI, s. 336-343
  • Tidskriftsartikel (refereegranskat)abstract
    • The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In the empirical study reported here, participants played a fast-paced, immersive first-person shooter (FPS) game modification, in which sound (on/off) and music (on/off) were manipulated, while psychophysiological recordings of electrodermal activity (EDA) and facial muscle activity (EMG) were recorded in addition to a Game Experience Questionnaire (GEQ). Results indicate no main or interaction effects of sound or music on EMG and EDA. However, a significant main effect of sound on all GEQ dimensions (immersion, tension, competence, flow, negative affect, positive affect, and challenge) was found. In addition, an interaction effect of sound and music on GEQ dimension tension and flow indicates an important relationship of sound and music for gameplay experience. Additionally, we report the results of a correlation between GEQ dimensions and EMG/EDA activity. We conclude subjective measures could advance our understanding of sonic UX in digital games, while affective tonic (i.e., long-term psychophysiological) measures of sonic UX in digital games did not yield statistically significant results. One approach for future affective psychophysiological measures of sonic UX could be experiments investigating phasic (i.e., event-related) psychophysiological measures of sonic gameplay elements in digital games. This could improve our general understanding of sonic UX beyond affective gaming evaluation.
  •  
21.
  • Nacke, Lennart (författare)
  • Next Generation Testing : Biometric Analysis of Player Experience
  • 2009
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • Tracking game metrics data is slowly becoming an industry standard for analyzing and improving games. Using insights from statistical analysis, games are becoming more adaptive and cater to individual experiences. Thus, biometric analysis is the latest trend to gather objective insight into player experience. Operating with game and player metric data becomes more important as game designers move from being classically rooted in the level design department to having to shift their attention towards procedural algorithms and programming that is responsible for analyzing player data. This talk will introduce the next generation of designing games based on statistical data analysis (game metrics, eye tracking and biofeedback) and discuss the challenges of these new and exciting technologies.
  •  
22.
  • Nacke, Lennart, et al. (författare)
  • Playability and Player Experience Research
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • As the game industry matures and games become more and more complex, there is an increasing need to develop scientific methodologies for analyzing and measuring player experience, in order to develop a better understanding of the relationship and interactions between players and games. This panel gathers distinguished European playability and user experience experts to discuss current findings and methodological advancements within player experience and playability research.
  •  
23.
  • Nacke, Lennart, et al. (författare)
  • Player-game Interaction Through Affective Sound
  • 2010
  • Ingår i: Game Sound Technology and Player Interaction. - : Information Science Publishing. - 9781616928285
  • Bokkapitel (refereegranskat)abstract
    • This chapter treats computer game playing as an affective activity, largely guided by the audio-visual aesthetics of game content (of which, here, we concentrate on the role of sound) and the pleasure of gameplay. To understand the aesthetic impact of game sound on player experience, definitions of emotions are briefly discussed and framed in the game context. This leads to an introduction of empirical methods for assessing physiological and psychological effects of play, such as the affective impact of sonic player-game interaction. The psychological methodology presented is largely based on subjective interpretation of experience, while psychophysiological methodology is based on measurable bodily changes, such as context-dependent, physiological experience. As a means to illustrate both the potential and the difficulties inherent in such methodology we discuss the results of some experiments that investigate game sound and music effects and, finally, we close with a discussion of possible research directions based on a speculative assessment of the future of player-game interaction through affective sound.
  •  
24.
  • Nacke, Lennart (författare)
  • The Fun of Gaming : Measuring the Human Experience of Game Enjoyment
  • 2007
  • Konferensbidrag (övrigt vetenskapligt/konstnärligt)abstract
    • This talk outlines basic facts of the EU-funded FUGA project investigating the fun of gaming. The main objective of FUGA is to create novel methods and improve existing measures in order to examine how the different dimensions of computer gameplay experience ca be assessed comprehensively with high temporal resolution. Thus, the measurement methods are presented the methodology is discussed. An in-depth overview of work package 4 is given, which comprises the development of game mods for Half-Life 2. The talk closes with expected benefits of the project.
  •  
25.
  • Špakov, Oleg, et al. (författare)
  • Two-Way Gaze Sharing in Remote Teaching
  • 2019
  • Ingår i: Human-Computer Interaction – INTERACT 2019 : 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings - 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings. - Cham : Springer International Publishing. - 0302-9743 .- 1611-3349. - 9783030293833 - 9783030293840 ; 11747, s. 242-251
  • Konferensbidrag (refereegranskat)abstract
    • On-line teaching situations where a tutor and their students are remote from each other mean that contact between them is reduced compared with teaching in a classroom. We report an initial study of two-way gaze sharing between a tutor and a group of students, who were in different locations. A 45-min class consisted of an introductory lecture followed by an exercise in using two software tools, one for building an experiment and the other for analysis of the data collected. The tutor went through an exercise step by step and the students followed. This was run twice with four students on each run. The tutor had a view of the students’ desktops with their gaze markers overlaid and each student had a view of the tutor’s desktop and gaze marker. Students found seeing the tutor’s gaze marker helpful during the exercise but distracting when reading the text on the lecture slides. The tutor found the view of the students’ gaze point helpful as an indicator of their current object of attention when giving assistance to individuals.
  •  
26.
  • Stellmach, Sophie, et al. (författare)
  • Advanced Gaze Visualizations for Three-dimensional Virtual Environments
  • 2010
  • Konferensbidrag (refereegranskat)abstract
    • Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models-of-interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.
  •  
27.
  • Stellmach, Sophie, et al. (författare)
  • Trends and Techniques in Visual Gaze Analysis
  • 2009
  • Konferensbidrag (refereegranskat)abstract
    • Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.
  •  
Skapa referenser, mejla, bekava och länka
  • Resultat 1-27 av 27

Kungliga biblioteket hanterar dina personuppgifter i enlighet med EU:s dataskyddsförordning (2018), GDPR. Läs mer om hur det funkar här.
Så här hanterar KB dina uppgifter vid användning av denna tjänst.

 
pil uppåt Stäng

Kopiera och spara länken för att återkomma till aktuell vy