38,700 research outputs found
Heuristic usability evaluation on games: a modular approach
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this
evaluation. Many heuristics guidelines have been proposed attending to specificities of games but
they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to
evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a
result, most evaluations do not cover important aspects in games such as mobility, multiplayer
interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to
different game and platform aspects we propose a modular approach based on the classification of
existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation
tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order
to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic
guidelines allows an explicit attendance to a wide range of usability aspects in games and a better
detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different
games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0
Quootstrap: Scalable Unsupervised Extraction of Quotation-Speaker Pairs from Large News Corpora via Bootstrapping
We propose Quootstrap, a method for extracting quotations, as well as the
names of the speakers who uttered them, from large news corpora. Whereas prior
work has addressed this problem primarily with supervised machine learning, our
approach follows a fully unsupervised bootstrapping paradigm. It leverages the
redundancy present in large news corpora, more precisely, the fact that the
same quotation often appears across multiple news articles in slightly
different contexts. Starting from a few seed patterns, such as ["Q", said S.],
our method extracts a set of quotation-speaker pairs (Q, S), which are in turn
used for discovering new patterns expressing the same quotations; the process
is then repeated with the larger pattern set. Our algorithm is highly scalable,
which we demonstrate by running it on the large ICWSM 2011 Spinn3r corpus.
Validating our results against a crowdsourced ground truth, we obtain 90%
precision at 40% recall using a single seed pattern, with significantly higher
recall values for more frequently reported (and thus likely more interesting)
quotations. Finally, we showcase the usefulness of our algorithm's output for
computational social science by analyzing the sentiment expressed in our
extracted quotations.Comment: Accepted at the 12th International Conference on Web and Social Media
(ICWSM), 201
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