169 research outputs found

    Examining the Social Interactions of Young Adults with Autism Spectrum Disorders in a Virtual Environment

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    This phenomenological study examined the social interactions during online game play in a virtual environment for five young adults with an autism spectrum disorder (ASD) who attended a large metropolitan university, enrolled in the first 60 credits of a science, technology, engineering, or mathematics (STEM) field of study. Given the evolution of technology and opportunities to socialize in virtual communities, it is becoming increasingly important to understand how young adults with ASD assimilate into new social opportunities that provide supports for extraneous variables such as face-to-face situations. As research begins to emerge on virtual environments there is little research addressed specific to socialization and the development of interpersonal relationships. Further, there is a distinct lack of research specific to young adults with ASD who engage socially in virtual environments. A phenomenological research method was used to explain the social activities as they occurred for this specific group of individuals. Structured and unstructured interviews, observations, document analysis, and a self-reporting survey were conducted and collected. Analysis used emergent coding following Moustakas* modified Van Kaam method (1994). Common themes were identified and reported through lists and tables. In summary, this study described how young adults with ASD socialized within a virtual community. This study provided findings that individuals with ASD actively seek friendships, recognize emotions, understand roles within the game and real life use skills necessary for success in postsecondary education and STEM related careers, and lays the foundation for continuing research using virtual environments to support interpersonal relationships that may support greater postsecondary outcomes

    MMORPG-pelaajan pelin lopettamisen ennustaminen koneoppimisella

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    Massiiviset monen pelaajan verkkoroolipelit eli MMORPG-pelit (eng. Massively Multiplayer Online Role-playing Game) ovat suosittuja verkossa pelattavia pelejĂ€, joiden tunnusmerkkejĂ€ ovat fantasiapainotteinen roolipelaaminen sekĂ€ jaetussa pelimaailmassa pelaaminen. Verkkopelaamisen harrastajamÀÀrĂ€t ovat jatkuvassa kasvussa, ja suosituilla MMORPG-peleillĂ€ on miljoonia pelaajia. Peliyhtiöt kilpailevat pelaajien ajasta ja sitoutumisesta, ja ovat valmiita muokkaamaan peliĂ€ potentiaalisia pelaajia houkuttelevaksi. TĂ€ssĂ€ tutkimuksessa ennustetaan koneoppimistekniikoita kĂ€yttĂ€mĂ€llĂ€ suositun MMORPG-pelin potentiaalisista pelaajista ne, jotka tulevat lopettamaan pelin pelaamisen tulevaisuudessa. Peliyhtiöille on tĂ€rkeÀÀ pystyĂ€ tunnistamaan pelaajia, joiden kiinnostus peliĂ€ kohtaan on laskemassa, jo ennen kuin pelaaja varsinaisesti lopettaa pelaamisen. NĂ€in peliyhtiöt voivat pyrkiĂ€ pitĂ€mÀÀn pelaajaa pelin parissa tarjoamalla pelaajalle esimerkiksi houkuttimia tai helpotusta pelaamiseen. Lopettavien pelaajien tunnistaminen auttaa myös peliyhtiöitĂ€ pelin kehittĂ€misessĂ€ ja peliyhtiöt voivat yrittÀÀ poistaa peleistÀÀn sellaisia ominaisuuksia, jotka nostavat pelaajien pelin lopettamisen todennĂ€köisyyttĂ€. PelkkĂ€ tieto siitĂ€, ketkĂ€ tulevat lopettamaan pelin pelaamisen, ei siis riitĂ€. PeliyhtiöitĂ€ kiinnostaa myös se, millĂ€ tavalla pelin lopettavat pelaajat eroavat pelaajista, joiden motivaatio peliĂ€ kohtaan on sĂ€ilynyt. Tutkimuksen data on perĂ€isin IEEE:n 2017 isĂ€nnöimĂ€stĂ€ pelindatanlouhintakilpailusta, ja tutkimuksessa tutkitaan kilpailussa menestyneiden joukkueiden kilpailutöitĂ€. Tutkimuksessa pyritÀÀn parantamaan Turun yliopiston (UTU) kilpailujoukkueen kilpailutyön ennustustarkkuutta lisÀÀmĂ€llĂ€ malliin uusia piirteitĂ€. ÄlykkÀÀt piirteet vĂ€hentĂ€mĂ€t malliin tarvittavien piirteiden mÀÀrÀÀ. Tutkimuksessa tutkittiinkin yli sataa potentiaalista piirrettĂ€, joista 40 valittiin uuteen malliin sovitettavaksi. Uusien piirteiden, sekĂ€ tiimi UTU:n mittaamien piirteiden, toimivuutta mitattiin usealla tekniikalla, joista parhaimman ristiinvalidointitarkkuuden saavuttivat harjanneluokittelija, lineaarinen tukivektorikone ja logistinen regressio. Testidatojen validoinnissa logistinen regressio onnistui parantamaan tiimin kilpailuratkaisua eniten. Parhaiten menestyneessĂ€ mallissa oli vain yksitoista piirrettĂ€, joista viisi oli uusia piirteitĂ€ ja kuusi sisĂ€ltyi myös tiimi UTU:n kilpailutyöhön. SekĂ€ tĂ€mĂ€n tutkimuksen, ettĂ€ varsinaisessa kilpailussa toiseksi pÀÀtyneen tiimi UTU:n ratkaisu, poikkeavat merkittĂ€vĂ€sti kilpailun voittajajoukkueen Yokozuna Data:n mallista. Voittajajoukkue kĂ€ytti mallissaan jopa 500 piirrettĂ€ ja monimutkaisia tekniikoita, kuten syvĂ€oppimista ja satunnaistettuja pÀÀtöspuita. Koska molemmat lineaarista mallia kĂ€yttĂ€vĂ€t ratkaisut pÀÀtyivĂ€t melkein samaan tulokseen kuin voittajajoukkueen malli, tutkimuksesta kĂ€y ilmi, ettĂ€ juuri Ă€lykĂ€s piirteiden valinta on avainasemassa MMORPG-pelin pelaajien lopettamisen ennustamisessa ja ettĂ€ lopettavat pelaajat voi ennustaa hyvin pienellĂ€ mÀÀrĂ€llĂ€ piirteitĂ€

    Modeling Human Group Behavior In Virtual Worlds

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    Virtual worlds and massively-multiplayer online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. They provide new outlets for human social interaction that differ from both face-to-face interactions and non-physically-embodied social networking tools such as Facebook and Twitter. We aim to study group dynamics in these virtual worlds by collecting and analyzing public conversational patterns of users grouped in close physical proximity. To do this, we created a set of tools for monitoring, partitioning, and analyzing unstructured conversations between changing groups of participants in Second Life, a massively multi-player online user-constructed environment that allows users to construct and inhabit their own 3D world. Although there are some cues in the dialog, determining social interactions from unstructured chat data alone is a difficult problem, since these environments lack many of the cues that facilitate natural language processing in other conversational settings and different types of social media. Public chat data often features players who speak simultaneously, use jargon and emoticons, and only erratically adhere to conversational norms. Humans are adept social animals capable of identifying friendship groups from a combination of linguistic cues and social network patterns. But what is more important, the content of what people say or their history of social interactions? Moreover, is it possible to identify whether iii people are part of a group with changing membership merely from general network properties, such as measures of centrality and latent communities? These are the questions that we aim to answer in this thesis. The contributions of this thesis include: 1) a link prediction algorithm for identifying friendship relationships from unstructured chat data 2) a method for identifying social groups based on the results of community detection and topic analysis. The output of these two algorithms (links and group membership) are useful for studying a variety of research questions about human behavior in virtual worlds. To demonstrate this we have performed a longitudinal analysis of human groups in different regions of the Second Life virtual world. We believe that studies performed with our tools in virtual worlds will be a useful stepping stone toward creating a rich computational model of human group dynamics

    Game analytics - maximizing the value of player data

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    During the years of the Information Age, technological advances in the computers, satellites, data transfer, optics, and digital storage has led to the collection of an immense mass of data on everything from business to astronomy, counting on the power of digital computing to sort through the amalgam of information and generate meaning from the data. Initially, in the 1970s and 1980s of the previous century, data were stored on disparate structures and very rapidly became overwhelming. The initial chaos led to the creation of structured databases and database management systems to assist with the management of large corpuses of data, and notably, the effective and efficient retrieval of information from databases. The rise of the database management system increased the already rapid pace of information gathering.peer-reviewe

    What World of Warcraft is Teaching Us About Learning.

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    Ph.D. Thesis. University of Hawaiʻi at Mānoa 2017

    Mining Social Interaction Data in Virtual Worlds

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    Virtual worlds and massively multi-player online games are rich sources of information about large-scale teams and groups, offering the tantalizing possibility of harvesting data about group formation, social networks, and network evolution. However these environments lack many of the cues that facilitate natural language processing in other conversational settings and different types of social media. Public chat data often features players who speak simultaneously, use jargon and emoticons, and only erratically adhere to conversational norms. This chapter presents techniques for inferring the existence of social links from unstructured conversational data collected from groups of participants in the Second Life virtual world

    CGAMES'2009

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