Andy Bryant

dblp:251/1703 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
3since 2021 · last 2023
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 4 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021
YearPublicationVenuePosition
2023 "What else can I do?" Examining the Impact of Community Data on Adaptation and Quality of Reflection in an Educational Game
abstract
Adaptation, or ability and willingness to consider an alternative approach, is a critical component of learning through reflection, especially in educational games, where there are often multiple avenues to success. As a domain, educational games have shown increased interest in using retrospective visualizations to promote and support reflection. Such visualizations, which can facilitate comparison with peer data, may also have an impact on adaptation in educational games. This has, however, not been empirically examined within the domain. In this work, we examine how comparison with other players’ data influenced adaptation, a part of reflection, in the context of a game that teaches parallel programming. Our results indicate that comparison with peers does significantly impact willingness to try a different approach, but suggest that there may also be other ways. We discuss what these results mean for future use of retrospective visualizations in educational games and present opportunities for future work.
Erica Kleinman, Jennifer Villareale, Murtuza N. Shergadwala, Zhaoqing Teng, Andy Bryant, Jichen Zhu, Magy Seif El-Nasr
CHI5
2022 Towards an Understanding of How Players Make Meaning from Post-Play Process Visualizations
Erica Kleinman, Jennifer Villareale, Murtuza N. Shergadwala, Zhaoqing Teng, Andy Bryant, Jichen Zhu, Magy Seif El-Nasr
ICEC5
2021 "What Happened Here!?" A Taxonomy for User Interaction with Spatio-Temporal Game Data Visualization
abstract
To reduce frustration while performing no-risk tasks (e.g. in training and games) for BCI users, we propose increasing their perceived level of control through fabricated input - system-generated positive task outcomes. Two surrogate BCI studies injected fabricated input creating additional positive task outcomes to a 50% baseline. Users' perceived control increased significantly compared to the 50% baseline. In turn, frustration levels decreased. Fabricated input worked equally well in a game story context that provided an emotional stake in the protagonist's success and a simpler task lacking such incentives. People's number of input attempts during the tasks determined perceived control more than our controlled ratios of positive to negative task outcomes. Delays between users' input attempts and subsequent fabricated inputs further moderated their perceived control.
Erica Kleinman, Nikitha Preetham, Zhaoqing Teng, Andy Bryant, Magy Seif El-Nasr
Proc. ACM Hum. Comput. Interact.4
2020 "And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis
abstract
Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) [2] and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).
Erica Kleinman, Sabbir Ahmad, Zhaoqing Teng, Andy Bryant, Truong-Huy D. Nguyen, Casper Harteveld, Magy Seif El-Nasr
FDG4