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Published Articles >> Table of Contents >> Abstract
July 2007 (Vol. 40, No. 7)
pp. 45-52
Immersidata Analysis: Four Case Studies
Cyrus Shahabi, University of Southern California
Tim Marsh, National University of Singapore
Kiyoung Yang, University of Southern California
Hyunjin Yoon, University of Southern California
Albert A. Rizzo, University of Southern California
Margaret McLaughlin, University of Southern California
Minyoung Mun, University of Florida
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DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MC.2007.245
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| Abstract |
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Four real-world case studies demonstrate the effectiveness of using immersidata--the normally untapped data from interchanges between users and immersive 3D environments such as computer games and virtual reality--to help understand user behavior and experiences.
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References
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[1] C. Shahabi et al., "Immersidata Management: Challenges in Management of Data Generated within an Immersive Environment," Proc. 5th Int'l Workshop Multimedia Information Systems (MIS), 1999, pp. 107–114.
[2] C. Shahabi, "AIMS: An Immersidata Management System," Proc. Very Large Data Bases (VLDB) 1st Biennial Conf. Innovative Data Systems Research, 2003; www-db.cs.wisc.edu/cidr/cidr2003index.html .
[3] C. Shahabi, M. Sharifzadeh, and A.A. Rizzo, "Modeling Data of Immersive Environments," Proc. ACM 1st Int'l Workshop Immersive Telepresence, ACM Press, 2002, pp. 16–19.
[4] M. Sharifzadeh et al., "AIDA: An Adaptive Immersive Data Analyzer," Proc. 30th Int'l Conf. Very Large Data Bases, Morgan Kaufmann, 2004, pp. 1369–1372.
[5] A.A. Rizzo et al., "Diagnosing Attention Disorders in a Virtual Classroom," Computer, June 2004, pp. 87–89.
[6] C.J. Winstein et al., "Methods for a Multisite Randomized Trial to Investigate the Effect of Constraint-Induced Movement Therapy in Improving Upper Extremity Function among Adults Recovering from a Cerebrovascular Stroke," Neurorehabilitation & Neural Repair, vol. 17, no. 3, 2003, pp. 137–152.
[7] T. Marsh et al., "Automating the Detection of Breaks in Continuous User Experience with Computer Games," Proc. Conf. Human Factors in Computing Systems (CHI 05): Extended Abstracts on Human Factors in Computing Systems, ACM Press, 2005, pp. 1629–1632.
[8] K. Yang et al., "Continuous Archival and Analysis of User Data in Virtual and Immersive Game Environments," Proc. 2nd ACM Workshop Capture, Archival and Retrieval of Personal Experiences (CARPE 05), ACM Press, 2005, pp. 13–22.
[9] T. Marsh, K. Yang, and C. Shahabi, "Game Development for Experience through Staying There," Proc. ACM Siggraph Video Games Symp., ACM Press, 2006, pp. 83–89.
[10] R.N. Shepard and J. Metzler, "Mental Rotation of Three-Dimensional Objects," Science, vol. 171, 1972, pp. 701–703.
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Additional Information
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Index Terms- 3D visualization, immersidata, virtual reality, healthcare technology, data analysis
Citation:
Cyrus Shahabi, Tim Marsh, Kiyoung Yang, Hyunjin Yoon, Albert A. Rizzo, Margaret McLaughlin, Minyoung Mun,
"Immersidata Analysis: Four Case Studies,"
Computer,
vol. 40,
no. 7,
pp. 45-52,
Jul.,
2007
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