Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems
By Jun H. Kim, D. V. Gunn, Eric Schuh, Bruce Phillips, R. J. Pagulayan, Dennis R. Wixon. International Conference on Human Factors in Computing Systems, 2008
304 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/90147cacaacaefbd8a6db1613c5849aec3951165
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Christian Thurau
- Anders Drachen
- Christian Bauckhage
- Rafet Sifa
- Georgios N. Yannakakis
- Manuel J. A. Eugster
- Luc Van Gool
- Bernt Schiele
In Human-Computer Interaction
Citations in the corpus
- Player modeling using self-organization in Tomb Raider: Underworld (2009, background): “in the games industry [2] by providing detailed, quantitative feedback on player behavior.”
- Guns, swords and data: Clustering of player behavior in computer games in the wild (2012, background): “…game research and not the least game-user research, the use of telemetry data extracted from gameplay behavior has been in use for about a decade [12] [25] [38]; however it is only in recent years that the game industry (with a few exceptions) outside of the massively multi-player online (MMOG)…”
- The Playtime Principle: Large-scale cross-games interest modeling (2014, methodology): “Behavioral telemetry can be very granular (precise), detailed and po tentially longitudinal, covering hours or years of gameplay, enabling an analytical precision it can be hard to achieve with other methods for user research [1], [5], [6].”
- Introducing Archetypal Analysis for Player Classification in Games (2011, methodology): “For example, Microsoft Game User Research utilizes the TRUE system to link game metrics data with PX measures with substantial success [12], and this method has been adopted in other contexts within industry and research.”
- Procedural content generation for games: A survey (2013, background): “User-centric design [Norman 2002] is an established .eld in which game-speci.c techniques are starting to be developed by large companies [Kim et al. 2008; Wixon and Pagulayan 2008], but it is unclear if the proposed techniques can work for the majority of game development studios that cannot…”