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Eric Schuh

dblp:08/5897 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 2Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
2 papers
Empirical software engineering · 100%
Human-computer interaction and pervasive computing
1 paper
Usability and user experience research · 50% Games and playful interaction · 50%
Databases, data mining, and information retrieval
1 paper
Data mining · 100%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Empirical software engineering
developer studies
0.112011
Data analytics for game development · ICSE 2011
Empirical software engineering
mining software repositories
0.112011
Data analytics for game development · ICSE 2011
Games and playful interaction › player behavior
player behavior analysis
0.112008
Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008
Empirical software engineering
user behavior analysis
0.012008
Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems · CHI 2008

Methods — techniques the papers use, named apart from their topics

case study · 0.4qualitative and quantitative data analysis · 0.2behavioral instrumentation · 0.2
YearPublicationVenuePosition
2012 Empirical analysis of user data in game software development
abstract
For several years empirical studies have spanned the spectrum of research from software productivity, quality, reliability, performance to human computer interaction. Analyses have involved software systems ranging from desktop software to telecommunication switching systems. But surprising there has been little work done on the emerging digital game industry, one of the fastest growing domains today. To the best of our knowledge, our work is one of the first empirical analysis of a large commercially successful game system. In this paper, we introduce an analysis of the significant user data generated in the gaming industry by using a successful game: Project Gotham Racing 4.
Kenneth Hullett, Nachiappan Nagappan, Eric Schuh, John Hopson
ESEM3
2011 Data analytics for game development
abstract
The software engineering community has had seminal papers on data analysis for software productivity, quality, reliability, performance etc. Analyses have involved software systems ranging from desktop software to telecommunication switching systems. Little work has been done on the emerging digital game industry. In this paper we explore how data can drive game design and production decisions in game development. We define a mixture of qualitative and quantitative data sources, broken down into three broad categories: internal testing, external testing, and subjective evaluations. We present preliminary results of a case study of how data collected from users of a released game can inform subsequent development.
Kenneth Hullett, Nachiappan Nagappan, Eric Schuh, John Hopson
ICSE3
2008 Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems
abstract
Automatic recording of user behavior within a system (instrumentation) to develop and test theories has a rich history in psychology and system design. Often, researchers analyze instrumented behavior in isolation from other data. The problem with collecting instrumented behaviors without attitudinal, demographic, and contextual data is that researchers have no way to answer the 'why' behind the 'what'. We have combined the collection and analysis of behavioral instrumentation with other HCI methods to develop a system for Tracking Real-Time User Experience (TRUE). Using two case studies as examples, we demonstrate how we have evolved instrumentation methodology and analysis to extensively improve the design of video games. It is our hope that TRUE is adopted and adapted by the broader HCI community, becoming a useful tool for gaining deep insights into user behavior and improvement of design for other complex systems.
Jun H. Kim, Daniel V. Gunn, Eric Schuh, Bruce Phillips, Randy J. Pagulayan, Dennis R. Wixon
CHI3