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Continuous archival and analysis of user data in virtual and immersive game environments
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Proceedings of the 2nd ACM workshop on Continuous archival and retrieval of personal experiences table of contents
Hilton, Singapore
SESSION: Papers table of contents
Pages: 13 - 22  
Year of Publication: 2005
ISBN:1-59593-246-1
Authors
Kiyoung Yang  University of Southern California, Los Angeles, CA
Tim Marsh  University of Southern California, Los Angeles, CA
Cyrus Shahabi  University of Southern California, Los Angeles, CA
Sponsors
SIGMULTIMEDIA: ACM Special Interest Group on Multimedia
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
ACM: Association for Computing Machinery
Publisher
ACM  New York, NY, USA
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ABSTRACT

We present a continuous and unobtrusive approach to analyze and reason about users' personal experiences of interacting with virtual and game environments. Focusing on an immersive educational game environment that we are developing, this is achieved through the capture and storage of user's movements and events that occur as a result of interactions with and within immersive environments. Termed immersidata, we then query and analyze immersidata to make sense of user behavior.Two example approaches are described. The first describes an application ISIS (Immersidata analySIS) that provides a tool for analysis of user behavior/experience through the indexing of immersidata with video clips of students' gaming sessions. This approach is described by way of an example to identify the causes of interruptions or breaks in interactions/focus of attention to facilitate the identification of problematic design. In our second example we describe our work towards classifying students' performance through immersidata. To this aim, we describe one example of transforming immersidata into multivariate time series and then by applying feature subset selection techniques we identify the features that differentiate students. We describe the application of this approach to identify novice and expert players with 90\% accuracy. One proposal is to use this to customize the game environment appropriate to the students' ability. Finally, we present future directions for the continuation of the work presented herein and also, the application of the immersidata system to capture, store and analyze personal behavior/experiences and provide appropriate feedback in our work and home environments.


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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T. Marsh, W. L. Wong, E. Carriazo, L. Nocera, K. Yang, A. Varma, H. Yoon, Y. lun huang, C. Kyriakakis, and C. Shahabi. User experiences and lessons learned from developing and implementing an immersive game for the science classroom. In The 11th International Conference on Human-Computer Interaction, Las Vegas, Nevada, USA, July 2005.
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K. Yang, H. Yoon, and C. Shahabi. A supervised feature subset selection technique for multivariate time series. In International Workshop on Feature Selection for Data Mining: Interfacing Machine Learning with Statistics (FSDM) in conjunction with 2005 SIAM International Conference on Data Mining (SDM'05), Newport Beach, CA, April 2005.
 
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Collaborative Colleagues:
Kiyoung Yang: colleagues
Tim Marsh: colleagues
Cyrus Shahabi: colleagues