| Automating the detection of breaks in continuous user experience with computer games |
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Conference on Human Factors in Computing Systems
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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
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Authors
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Tim Marsh
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University of Southern California, Los Angeles, CA
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Kiyoung Yang
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University of Southern California, Los Angeles, CA
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Cyrus Shahabi
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University of Southern California, Los Angeles, CA
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Wee Ling Wong
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University of Southern California, Los Angeles, CA
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Luciano Nocera
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University of Southern California, Los Angeles, CA
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Eduardo Carriazo
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University of Southern California, Los Angeles, CA
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Aditya Varma
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University of Southern California, Los Angeles, CA
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Hyunjin Yoon
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University of Southern California, Los Angeles, CA
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Chris Kyriakakis
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University of Southern California, Los Angeles, CA
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Downloads (6 Weeks): 2, Downloads (12 Months): 43, 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.
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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.
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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.
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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
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Slater M. and Steed A. A Virtual Presence Counter, Presence: Teleoperators and Virtual Environments, MIT Press, 9, 5, 413--434, 2000.
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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.
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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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CITED BY 3
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Wee Ling Wong , Cuihua Shen , Luciano Nocera , Eduardo Carriazo , Fei Tang , Shiyamvar Bugga , Harishkumar Narayanan , Hua Wang , Ute Ritterfeld, Serious video game effectiveness, Proceedings of the international conference on Advances in computer entertainment technology, June 13-15, 2007, Salzburg, Austria
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