Following are the results of the signal collection exercise for the Games sector, based on data collected during the activities conducted in the sector and on desktop research results.
Creative Production Technologies
Gamification of Everyday Life
Pervasive & Real World Gaming
Interfaces & Interaction
- Eye tracking interfaces
- Kinect-type devices
- Facial Recognition systems
Big Data Analysis
Interplay with Physical/Real World Environment
Augmented Visualisation Technologies
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