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Issue No.02 - March/April (2009 vol.29)
pp: 30-38
Priyesh N. Dixit , TimeGate Studios
G. Michael Youngblood , University of North Carolina at Charlotte
ABSTRACT
A novel algorithm discovers surface information values from collected player data. Designers can use this information to place artifacts so as to improve or obscure observation, as intended. In a validation user study that implemented this approach, players viewed 84 percent of artifacts placed in high-value information locations.
INDEX TERMS
information value, data visualization, feature placement, game environments, interactive 3D game, HIIVVE tool
CITATION
Priyesh N. Dixit, G. Michael Youngblood, "Discovering 3D Surface Information Values from Gameplayers", IEEE Computer Graphics and Applications, vol.29, no. 2, pp. 30-38, March/April 2009, doi:10.1109/MCG.2009.24
REFERENCES
1. J. Coutaz et al., "Context Is Key," Comm. ACM, vol. 48, no. 3, 2005, pp. 49–53.
2. G.M. Youngblood and L.B. Holder, "Agent-Based Players for a First-Person Entertainment-Based Real-Time Artificial Environment," Proc. 17th Int'l Conf. Florida Artificial Intelligence Research Soc. (FLAIRS 04), AAAI Press, 2004, pp. 14–19.
3. D.J. Cook, L.B. Holder, and G.M. Youngblood, "Graph-Based Analysis of Human Transfer Learning Using a Real-Time Game Testbed," IEEE Trans. Knowledge and Data Eng., vol. 19, no. 11, 2007, pp. 1465–1478.
4. R.A. Ruddle and S. Lessels, "Three Levels of Metric for Evaluating Wayfinding," Presence: Teleoperators and Virtual Environments, vol. 15, no. 6, 2006, pp. 637–654.
5. I.M. Chaney, K.-H. Lin, and J. Chaney, "The Effect of Billboards within the Gaming Environment," J. Interactive Advertising, vol. 5, no. 1, 2004, article 54; www.jiad.orgarticle54.
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