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| Content Provider | ACM Digital Library |
|---|---|
| Author | Dixit, Priyesh N. Youngblood, G. Michael |
| Abstract | 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%. |
| Starting Page | 163 |
| Ending Page | 170 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781605581736 |
| DOI | 10.1145/1401843.1401874 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2008-08-09 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Information value Data visualization Information observation Game environments Interactive data mining |
| Content Type | Text |
| Resource Type | Article |
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