VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Three levels of metric for evaluating wayfinding
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Optimal information placement in an interactive 3D environment
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Discovering 3D surface information values from gameplayers
IEEE Computer Graphics and Applications - Special issue title on demystifying visual analytics impaired driving in virtual spaces
Data analytics for game development (NIER track)
Proceedings of the 33rd International Conference on Software Engineering
Empirical analysis of user data in game software development
Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement
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Communicating information to the user is a vital part of the interactive experience. In order to better convey the information to the end user, we must know where to place this information and how to present it in a manner that it will be noticed. Subjectively placing this information is not sufficient since every user will interact with the environment in their own unique manner. Information value is a metric that provides us with the knowledge of which surfaces players looked at most in the environment in the form of an ordered list of surfaces. Using an empirical algorithm for discovering the information value of environmental surfaces from recorded player data, we performed a 150 subject information value study and found that placing information in the high value surfaces yields up to 60% improvement in user observation. However, most players did not recall the information that they had seen. We conducted another 150 subject study to investigate what factors improve information retention and found that popular images do improve recall by up to 28%. Finally, we conducted a 30 person study on the effect of changing the player's task (context) from search to exploration on information recall and found that recall increased by 38%.