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Automating the detection of breaks in continuous user experience with computer games
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Source Conference on Human Factors in Computing Systems archive
CHI '05 extended abstracts on Human factors in computing systems table of contents
Portland, OR, USA
SESSION: Late breaking results: short papers table of contents
Pages: 1629 - 1632  
Year of Publication: 2005
ISBN:1-59593-002-7
Authors
Tim Marsh  University of Southern California, Los Angeles, CA
Kiyoung Yang  University of Southern California, Los Angeles, CA
Cyrus Shahabi  University of Southern California, Los Angeles, CA
Wee Ling Wong  University of Southern California, Los Angeles, CA
Luciano Nocera  University of Southern California, Los Angeles, CA
Eduardo Carriazo  University of Southern California, Los Angeles, CA
Aditya Varma  University of Southern California, Los Angeles, CA
Hyunjin Yoon  University of Southern California, Los Angeles, CA
Chris Kyriakakis  University of Southern California, Los Angeles, CA
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 6,   Downloads (12 Months): 48,   Citation Count: 3
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ABSTRACT

This paper describes an approach towards automating the identification of design problems with three-dimensional mediated or gaming environments through the capture and query of user-player behavior represented as a data schema that we have termed "immersidata". Analysis of data from a study of an educational computer game that we are developing shows that this approach is an effective way to pinpoint potential usability or design problems occurring in unfolding situational and episodic events that can interrupt or break user experience. As well as informing redesign, a key advantage of this cost-effective approach is that it considerably reduces the time evaluators spend analyzing hours of videoed study material.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
IJsselsteijn W. A., Freeman J., Avons S. E., Davidoff J., de Ridder H. and Hamberg R. Continuous assessment of presence, Perception, 26 (suppl), 42--43, 1997.
 
2
Marsh T. Staying there: an activity-based approach to narrative design and evaluation as an antidote to virtual corpsing, In: G. Riva, F. Davide and W. A. IJsselsteijn, Being There: Concepts, effects and measurements of user presence in synthetic environments. Amsterdam, The Netherlands: IOS Press, Chapter Five, 85--96, 2003.
 
3
Marsh T, Yang K and Shahabi C. Vicariously there: connected with and through our own and other characters, In Proceedings of the AISB 2005 Virtual Social Characters Symposium: Empathic Interaction Theme, University of Hertfordshire, Hatfield, UK, 2005.
 
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Shahabi C. AIMS: An Immersidata Management System, VLDB First Biennial Conference on Innovative Data Systems Research (CIDR2003), Asilomar, CA, 2003. Available at: http://infolab.usc.edu/DocsDemos/p138-shahabi.pdf
 
6
Slater M. and Steed A. A Virtual Presence Counter, Presence: Teleoperators and Virtual Environments, MIT Press, 9, 5, 413--434, 2000.
 
7
Slater, M., Brogni A., and Steed A. Physiological Responses to Breaks in Presence: A Pilot Study. In Proceedings of the 6th International Workshop on Presence. Aalborg, Denmark, 2003.
 
8
Smith S., Duke D. and Massink M. The hybrid world of virtual environments. Computer Graphics Forum, 18, 3, Blackwell Publishers, C297-C307, 1999.
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Collaborative Colleagues:
Tim Marsh: colleagues
Kiyoung Yang: colleagues
Cyrus Shahabi: colleagues
Wee Ling Wong: colleagues
Luciano Nocera: colleagues
Eduardo Carriazo: colleagues
Aditya Varma: colleagues
Hyunjin Yoon: colleagues
Chris Kyriakakis: colleagues