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Ontario Tech acknowledges the lands and people of the Mississaugas of Scugog Island First Nation.

We are thankful to be welcome on these lands in friendship. The lands we are situated on are covered by the Williams Treaties and are the traditional territory of the Mississaugas, a branch of the greater Anishinaabeg Nation, including Algonquin, Ojibway, Odawa and Pottawatomi. These lands remain home to many Indigenous nations and peoples.

We acknowledge this land out of respect for the Indigenous nations who have cared for Turtle Island, also called North America, from before the arrival of settler peoples until this day. Most importantly, we acknowledge that the history of these lands has been tainted by poor treatment and a lack of friendship with the First Nations who call them home.

This history is something we are all affected by because we are all treaty people in Canada. We all have a shared history to reflect on, and each of us is affected by this history in different ways. Our past defines our present, but if we move forward as friends and allies, then it does not have to define our future.

Learn more about Indigenous Education and Cultural Services

August 9, 2012

Speaker: Dr. Guenter Wallner, University of Applied Arts Vienna

Title: Graph-based gameplay analysis

Abstract: Video games have become increasingly complex systems with many interacting variables. In order to ensure a satisfying experience for the player, meaningful analysis of gameplay data has become more and more important. Therefore, automatic instrumentation techniques have become popular over the last years to unobtrusively collect large amounts of gameplay data. However, the collected data is usually stored in text form in game logs or relational database systems and has to be analyzed in some way. Visualization tools can assist this analytical process since they can make complex multivariate relationships easily understandable.

This talk will discuss a visualization tool to assist the analytical process. It uses a graph-based approach to visualize the game space as a set of nodes and edges. Such visualizations are, for example, useful to detect areas of confusion, common or unexpected so! lutions and to retrace the steps how these solutions were found. The second part of the talk will show the application of the tool to the analysis of our educational game DOGeometry, a game about geometric transformations intended for 8- to 10-year-old children.

Biography: Guenter Wallner is currently Senior Scientist at the Institute for Art and Technology at the University of Applied Arts Vienna. He received his diploma degree in computer science from the Technical University Vienna in 2005, and his doctoral degree in natural sciences from the University of Applied Arts Vienna in 2009. His research interests include the design, development, and evaluation of digital games as well as computer graphics and visualization. Currently, his research focus is on the visualization of gameplay data.