Communications of the ACM - The disappearing computer
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
Graph-Based Analysis of Human Transfer Learning Using a Game Testbed
IEEE Transactions on Knowledge and Data Engineering
Understanding information observation in interactive 3D environments
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
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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The correct placement of important artifacts and information in interactive three-dimensional (3D) environments is important to ensure that those key artifacts and information are seen and absorbed by the immersed user. This can include training information, advertisements, clues, interaction points, and other information that needs to be conveyed to or manipulated by the user. We propose a novel algorithm for calculating the optimal positioning of such artifacts and information based on a corpus of prior play testers, which are used to determine distance-weighted and radially focused observation densities on surfaces of interactive 3D environments. We have developed a tool called HIIVVE (Highly Interactive Information Value Visualization and Evaluation) which allows for interactive evaluation as well as offline processing of the information value surfaces. A user study involving information placement using the calculated information value surfaces and observation densities shows that higher valued locations do yield improved user observation by as much as 58.3%.