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In this paper we aim to assess students' visual behavior during problem solving. We propose to use the scan path metric to model the students' analytical reasoning process while solving medical cases. Fifteen participants were recruited for the experiment using an eye tracker to record their eye movements. Our preliminary results have implications for assessing novice clinicians' reasoning processe...
This paper introduces a video processing method designed specifically to give researchers access to players' behaviors within any commercially available off-the-shelf PC game. Insights into players' experiences with videogame violence are achieved from automatically processing significant elements of the audio-visual communication/feedback (i.e. moving image and sound) over long periods of uninhibited...
The amount of data available in the sports field is difficult for coaches, analysts, and players to comprehend using classic analytics methods. Thus, new methods are necessary to help users break down that information and analyze it at a deeper level. The BKViz visual analytics system focuses on individual basketball games using classic and novel methods to reveal how players perform together and...
Eye tracking metrics may provide unobtrusive measures of cognitive states such as workload and fatigue and can serve as useful inputs into future human computer interface technologies. To further explore the usefulness of eye tracking for the estimation of cognitive state, the current experiment evaluated saccade, fixation, and pupil-based measures to identify which metrics reliably indexed cognitive...
Procedural generation is important to modern game development as both an artistic implement and an engineering tool. However, developing procedural generators and understanding how they work are both difficult tasks, and even more so for novice developers. In this paper we describe Danesh, a tool to help in analysing, changing and exploring procedural content generators. In particular, we describe...
Current metrics-based approaches to visualise unfamiliar software systems face two key limitations: (1) They are limited in terms of the number of dimensions that can be projected, and (2) they use fixed layout algorithms where the resulting positions of entities can be vulnerable to mis-interpretation. In this paper we show how computer games technology can be used to address these problems. We present...
Game design and development activities are increasingly relying on the analysis of gamer's behavior and preferences data. Various tools are available to the developers to track and analyze general data concerning acquisition, retention and monetization aspects of game commercialization. This is good enough to give hints on where problems are, but not to enable a precise diagnosis, which demands fine-grained...
Data visualisation with high expressive power plays an important role in code comprehension. Recent visualization tools try to fulfil the expectations of the users and use various analogies. For example, in an architectural metaphor, each class is represented by a building. Buildings are grouped into districts according to the structure of the namespaces. We think that these unique ways of code representation...
A collaborative team of U.Va. professors and students from eight different schools as well as private consultants built a large-scale agent-based model as a multiplayer game (The U.Va. Bay Game) to simulate the sources of pollution and the overall health of the Chesapeake Bay watershed. In a test run in 2009, 144 players (mostly students) participated as farmers, policy makers, watermen, etc. over...
Modeling cognitive performance using home monitoring data is a new approach to managing neurologic conditions and for monitoring the effects of cognitive exercise interventions. The data consists of activity monitoring from motion sensors and specific cognitive metrics embedded within our adaptive computer games. The frequency and continuity of data collection allows us to analyze within subject trends...
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