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A new method to perform a bottom-up extraction and benchmark of the perceived multilevel smartness of complex ecosystems has been recently described and applied to territories and learning ecosystems like university campuses and schools. In this paper we study the resilience of our method by comparing and integrating the data collected in several European Campuses during two different academic years,...
Information regarding player behavior can provide valuable insight for game development and evaluation purposes. In a game level, player behavior may shed light regarding several aspects of the overall design of the level. This paper presents a method proposal for player behavior analysis within a game level, based on interactive (player movement) and visual (eye movement) behavior data. The proposed...
Euclidean distance and cosine similarity are frequently used measures to implement the k-means clustering algorithm. The cosine similarity is widely used because of it's independence from document length, allowing the identification of patterns, more specifically, two documents can be seen as identical if they share the same words but have different frequencies. However, during each clustering iteration...
This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics...
This paper presents an analysis method used to evaluate the graphical layout of Television (TV) News. With the data gathered from an eye tracker, it is possible to discern viewers' main focus of attention. However, in the case of video media, the visualisation tools of eye tracking software are insufficient for this discernment. This method uses eye tracking log files and combines them with algorithms...
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