WiiDoRF_poster_final - Aaron Striegel
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Transcript WiiDoRF_poster_final - Aaron Striegel
Mark Overholt, Simon Zhang and Aaron Striegel
Department of Computer Science and Engineering
The Decision Recording
Framework for Nintento Wiimote
Interactions (WiiDoRF) is a
software framework developed at
the University of Notre Dame.
WiiDoRF converts human thought processes
during a game into computer readable data.
WiiDorf is 100% open source, highly modular,
Java written, and customizable. Furthermore,
WiiDoRF is designed to be scaled to facilitate
large scale statistical data mining.
The Wiimote
Raw physical user input
data is received from
the Wiimote, including
acceleration and
orientation via motion,
and 2D position data
via IR tracking.
XML data Java
WYSISYG
JDBC Database
SandBox UI
XML data
Java
XML data
Game Analysis/Replay
Modified WiiuseJ Driver
Wiiuse C driver
Wiimote Hardware
The Hardware
and Drivers
The Frontend
Graphical
User
Interfaces
Human Generated
Data is structured
into a tree of lists.
The Backend
Data Collection
The backend database is designed to store data from
WiiDoRF applications. Its goal is to store the data from a
particular game played. It stores the user that played,
and some top level information about the game. The
detail level of the data is stored in a Decision list.
A Decision is a data type we developed for storing user
interactions in the database. It models a cause and
effect thought process within the context of well defined
game rules.
Decision Data Structure
time
time
Idle
Select something
Hold it
Give it an Ending State
With a Starting State
Data Trunk
Game Properties
Graphical Object
or Decision types
and their data
On July 13, 2009, a case study of WiiDoRF’s
decision recording effectiveness was carried out with
a local high school math class. The class played
three different sample games. Each user’s first
“moment of thought” is shown in the following graph.
Time Recorded Before First User Action
With WiiDoRF, all input
and output data can be
visualized. The input game
initialization XML files are
directly modifiable with a
built in WYSIWYG in
WiiDoRF. In addition,
output XML decision data
can be played back in
real-time in the form of
programmer-defined game
actions with a replayer.
Micro
Game
All games written within
the framework have
access to an objectoriented, rudimentary
2D discrete-positioning Sorting
Game
physics game engine.
Milliseconds
120000
100000
80000
60000
40000
20000
0
Unit Cost Game
Games Played
Inequality Game
Story Problem Game
WiiDoRF Documentation:
http://netscale.cse.nd.edu/WiiDoRF
National Science Foundation grant CNS-0754933