From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us predict players' loyalty to specific games. In this paper, we present the World of Warcraft Avatar History (WoWAH) dataset, which comprises the records of 91, 065 avatars. The data includes the avatars' game play times and a number of attributes, such as their race, profession, current level, and in-game locations, during a 1, 107-day period between Jan. 2006 and Jan. 2009. We believe the WOWAH dataset could be used for various creative purposes, now that it is a public asset of the research community. It is available for free download at
Current navigation services do not meet the needs of pedestrians. The displays are often inappropriate. In this paper, we report two experiments to investigate whether using tactile display to present navigation information is sufficient and appropriate in pedestrian situation. The result of those experiments showed that Tactons could be a successful means of communicating navigation information in user interfaces in pedestrian situations.
Most traditional facial expression-recognition systems track facial components such as eyes, eyebrows, and mouth for feature extraction. Though some of these features can provide clues for expression recognition, other finer changes of the facial muscles can also be deployed for classifying various facial expressions. This study locates facial components by active shape model to extract seven dynamic face regions (frown, nose wrinkle, two nasolabial folds, two eyebrows, and mouth). Proposed semantic facial features could then be acquired using directional gradient operators like Gabor filters and Laplacian of Gaussian. A multi-class support vector machine (SVM) was trained to classify six facial expressions (neutral, happiness, surprise, anger, disgust, and fear). The popular Cohn-Kanade database was tested and the average recognition rate reached 94.7 %. Also, 20 persons were invited for on-line test and the recognition rate was about 93 % in a real-world environment. It demonstrated that the proposed semantic facial features could effectively represent changes between facial expressions. The time complexity could be lower than the other SVM based approaches due to the less number of deployed features.
Until recently, the existing navigation services do not meet the needs in pedestrian situation. The display of present navigation information is often inappropriate. In this paper, we report two experiments to investigate whether using tactile display to present navigation information is sufficient and appropriate in pedestrian situation. The result of those experiments showed that Tactons could be a successful means of communicating navigation information in user interfaces in pedestrian situations.
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