{"title":"MocaBit 2.0:通过格兰杰因果关系检验行为模式的游戏化系统","authors":"S. Yoo, Sudarshan Seshasayee","doi":"10.1145/2983310.2989199","DOIUrl":null,"url":null,"abstract":"In this paper, we approach the study to shed light on the relationship between multi user's movement and influence through vision-based technology, gamification, and Granger Causality (GC). This research utilizes GC test in a gamified mo-cap system, named MocaBit, in order to figure out whether player's personal movement and influence affect each other with specific time-lag. As a result, it turned out that user's velocity and curvature have statistically affected other user's actions.","PeriodicalId":185819,"journal":{"name":"Proceedings of the 2016 Symposium on Spatial User Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"MocaBit 2.0: A Gamified System to Examine Behavioral Patterns through Granger Causality\",\"authors\":\"S. Yoo, Sudarshan Seshasayee\",\"doi\":\"10.1145/2983310.2989199\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper, we approach the study to shed light on the relationship between multi user's movement and influence through vision-based technology, gamification, and Granger Causality (GC). This research utilizes GC test in a gamified mo-cap system, named MocaBit, in order to figure out whether player's personal movement and influence affect each other with specific time-lag. As a result, it turned out that user's velocity and curvature have statistically affected other user's actions.\",\"PeriodicalId\":185819,\"journal\":{\"name\":\"Proceedings of the 2016 Symposium on Spatial User Interaction\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 2016 Symposium on Spatial User Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2983310.2989199\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 2016 Symposium on Spatial User Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2983310.2989199","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
MocaBit 2.0: A Gamified System to Examine Behavioral Patterns through Granger Causality
In this paper, we approach the study to shed light on the relationship between multi user's movement and influence through vision-based technology, gamification, and Granger Causality (GC). This research utilizes GC test in a gamified mo-cap system, named MocaBit, in order to figure out whether player's personal movement and influence affect each other with specific time-lag. As a result, it turned out that user's velocity and curvature have statistically affected other user's actions.