scholarly journals Model-Driven Approach of Virtual Interactive Environments for Enhanced User Experience

2021 ◽  
Vol 11 (6) ◽  
pp. 2804
Author(s):  
Héctor Cardona-Reyes ◽  
Jaime Muñoz-Arteaga ◽  
Andres Mitre-Ortiz ◽  
Klinge Orlando Villalba-Condori

The video game and entertainment industry has been growing in recent years, particularly those related to Virtual Reality (VR). Therefore, video game creators are looking for ways to offer and improve realism in their applications in order to improve user satisfaction. In this sense, it is of great importance to have strategies to evaluate and improve the gaming experience in a group of people, without considering the fact that users have different preferences and, coupled with this, also seeks to achieve satisfaction in each user. In this work, we present a model to improve the user experience in a personal way through reinforcement learning (RL). Unlike other approaches, the proposed model adjusts parameters of the virtual environment in real-time based on user preferences, rather than physiological data or performance. The model design is based on the Model-Driven Architecture (MDA) approach and consists of three main phases: analysis phase, design phase, and implementation phase. As results, a simulation experiment is presented that shows the transitions between undesired satisfaction states to desired satisfaction states, considering an approach in a personal way.

Author(s):  
Liangchen Luo ◽  
Wenhao Huang ◽  
Qi Zeng ◽  
Zaiqing Nie ◽  
Xu Sun

Most existing works on dialog systems only consider conversation content while neglecting the personality of the user the bot is interacting with, which begets several unsolved issues. In this paper, we present a personalized end-to-end model in an attempt to leverage personalization in goal-oriented dialogs. We first introduce a PROFILE MODEL which encodes user profiles into distributed embeddings and refers to conversation history from other similar users. Then a PREFERENCE MODEL captures user preferences over knowledge base entities to handle the ambiguity in user requests. The two models are combined into the PERSONALIZED MEMN2N. Experiments show that the proposed model achieves qualitative performance improvements over state-of-the-art methods. As for human evaluation, it also outperforms other approaches in terms of task completion rate and user satisfaction.


Author(s):  
William J. Shelstad ◽  
Dustin C. Smith ◽  
Barbara S. Chaparro

Virtual reality (VR) headsets like the Oculus Rift, HTC Vive, and PlayStation VR can provide a unique experience different from traditional computer monitors. Research demonstrates some support for VR resulting in more immersive gaming than traditional games using a computer or TV monitor. This study investigates how VR technology impacts game user satisfaction. Participants played the same strategy video game using the Oculus Rift, a VR headset, and a computer monitor. Game user satisfaction was measured by the psychometrically validated Game User Experience Satisfaction Scale (GUESS) which consists of nine constructs. Results from this study showed that VR enhanced overall satisfaction, enjoyment, engrossment, creativity, sound, and graphics quality.


Author(s):  
Wen-Yau Liang ◽  
Chun-Che Huang ◽  
Tzu-Liang Tseng ◽  
Zih-Yan Wang ◽  
◽  
...  

Introduction. Measuring user experience, though natural in a business environment, is often challenging for recommender systems research. How recommender systems can substantially improve consumers’ decision making is well understood; but the influence of specific design attributes of the recommender system interface on decision making and other outcome measures is far less understood. Method. This study provides the first empirical test of post-acceptance model adaption for information system continuance in the context of recommender systems. Based on the proposed model, two presentation types (with or without using tag cloud) are compared. An experimental design is used and a questionnaire is developed to analyse the data. Analysis. Data were analysed using SPSS and SmartPLS (partial least squares path modeling method). Statistical methods used for the questionnaire on user satisfaction were a reliability analysis, a validity analysis and T-tests. Results. The results demonstrate that the proposed model is supported and that the visual recommender system can indeed significantly enhance user satisfaction and continuance intention. Conclusions. In order to improve the satisfaction or continuance intention of users, it is required to improve the perceived usefulness, effectiveness and visual attractiveness of a recommender system.


Author(s):  
Tatenda D. Kavu ◽  
Kuda Dube ◽  
Peter G. Raeth ◽  
Gilford T. Hapanyengwi

Researchers have worked on-finding e-commerce recommender systems evaluation methods that contribute to an optimal solution. However, existing evaluations methods lack the assessment of user-centric factors such as buying decisions, user experience and user interactions resulting in less than optimum recommender systems. This paper investigates the problem of adequacy of recommender systems evaluation methods in relation to user-centric factors. Published work has revealed limitations of existing evaluation methods in terms of evaluating user satisfaction. This paper characterizes user-centric evaluation factors and then propose a user-centric evaluation conceptual framework to identify and expose a gap within literature. The researchers used an integrative review approach to formulate both the characterization and the conceptual framework for investigation. The results reveal a need to come up with a holistic evaluation framework that combines system-centric and user-centric evaluation methods as well as formulating computational user-centric evaluation methods. The conclusion reached is that, evaluation methods for e-commerce recommender systems lack full assessment of vital factors such as: user interaction, user experience and purchase decisions. A full consideration of these factors during evaluation will give birth to new types of recommender systems that predict user preferences using user decision-making process profiles, and that will enhance user experience and increase revenue in the long run.


Author(s):  
Mikki H. Phan ◽  
Joseph R. Keebler ◽  
Barbara S. Chaparro

Objective: The aim of this study was to develop and psychometrically validate a new instrument that comprehensively measures video game satisfaction based on key factors. Background: Playtesting is often conducted in the video game industry to help game developers build better games by providing insight into the players’ attitudes and preferences. However, quality feedback is difficult to obtain from playtesting sessions without a quality gaming assessment tool. There is a need for a psychometrically validated and comprehensive gaming scale that is appropriate for playtesting and game evaluation purposes. Method: The process of developing and validating this new scale followed current best practices of scale development and validation. As a result, a mixed-method design that consisted of item pool generation, expert review, questionnaire pilot study, exploratory factor analysis ( N = 629), and confirmatory factor analysis ( N = 729) was implemented. Results: A new instrument measuring video game satisfaction, called the Game User Experience Satisfaction Scale (GUESS), with nine subscales emerged. The GUESS was demonstrated to have content validity, internal consistency, and convergent and discriminant validity. Conclusion: The GUESS was developed and validated based on the assessments of over 450 unique video game titles across many popular genres. Thus, it can be applied across many types of video games in the industry both as a way to assess what aspects of a game contribute to user satisfaction and as a tool to aid in debriefing users on their gaming experience. Application: The GUESS can be administered to evaluate user satisfaction of different types of video games by a variety of users.


Author(s):  
Hamidreza Tahmasbi ◽  
Mehrdad Jalali ◽  
Hassan Shakeri

AbstractAn essential problem in real-world recommender systems is that user preferences are not static and users are likely to change their preferences over time. Recent studies have shown that the modelling and capturing the dynamics of user preferences lead to significant improvements on recommendation accuracy and, consequently, user satisfaction. In this paper, we develop a framework to capture user preference dynamics in a personalized manner based on the fact that changes in user preferences can vary individually. We also consider the plausible assumption that older user activities should have less influence on a user’s current preferences. We introduce an individual time decay factor for each user according to the rate of his preference dynamics to weigh the past user preferences and decrease their importance gradually. We exploit users’ demographics as well as the extracted similarities among users over time, aiming to enhance the prior knowledge about user preference dynamics, in addition to the past weighted user preferences in a developed coupled tensor factorization technique to provide top-K recommendations. The experimental results on the two real social media datasets—Last.fm and Movielens—indicate that our proposed model is better and more robust than other competitive methods in terms of recommendation accuracy and is more capable of coping with problems such as cold-start and data sparsity.


2017 ◽  
Vol 14 (3) ◽  
pp. 939-958 ◽  
Author(s):  
Sergej Chodarev ◽  
Jaroslav Porubän

In spite of its popularity, XML provides poor user experience and a lot of domain-specific languages can be improved by introducing custom, more humanfriendly notation. This paper presents an approach for design and development of the custom notation for existing XML-based language together with a translator between the new notation and XML. The approach supports iterative design of the language concrete syntax, allowing its modification based on users feedback. The translator is developed using a model-driven approach. It is based on explicit representation of language abstract syntax (metamodel) that can be augmented with mappings to both XML and the custom notation. We provide recommendations for application of the approach and demonstrate them on a case study of a language for definition of graphs.


Author(s):  
Mohamed Nadhmi Miladi ◽  
Mariam Lahami ◽  
Mohamed Jmaeil ◽  
Khalil Drira

This chapter provides a generic model called Unified deployment and management Model of Dynamic and Distributed software architectures (UMoDD) based on the D&C standard proposed by the OMG. UMoDD has been designed to be suitable to dynamic deployment and management for both architecture styles: the service-oriented and component-based architecture style. The proposed model is based on a model-driven approach. It offers two levels of modelling: a generic level and a specific level to an architecture style.


Author(s):  
Anders Drachen ◽  
Pejman Mirza-Babaei ◽  
Lennart E. Nacke

This chapter provides an introduction to the field of Games User Research (GUR) and to the present book. GUR is an interdisciplinary field of practice and research concerned with ensuring the optimal quality of usability and user experience in digital games. GUR inevitably involves any aspect of a video game that players interface with, directly or indirectly. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort—it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. We aim to provide the most comprehensive overview from an applied perspective, for a person new to GUR, but which is also useful for experienced user researchers.


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