Abstract:In recent years, numerous researchers have begun investigating how virtual reality (VR) tracking and interaction data can be used for a variety of machine learning purposes, including user identification, predicting cybersickness, and estimating learning gains. One constraint for this research area is the dearth of open datasets. In this paper, we present a new open dataset captured with our VR-based Full-scale Assembly Simulation Testbed (FAST). This dataset consists of data collected from 108 participants (50 females, 56 males, 2 non-binary) learning how to assemble two distinct full-scale structures in VR. In addition to explaining how the dataset was collected and describing the data included, we discuss how the dataset may be used by future researchers.
Abstract:League of Legends (LoL) is the most widely played multiplayer online battle arena (MOBA) game in the world. An important aspect of LoL is competitive ranked play, which utilizes a skill-based matchmaking system to form fair teams. However, players' skill levels vary widely depending on which champion, or hero, that they choose to play as. In this paper, we propose a method for predicting game outcomes in ranked LoL games based on players' experience with their selected champion. Using a deep neural network, we found that game outcomes can be predicted with 75.1% accuracy after all players have selected champions, which occurs before gameplay begins. Our results have important implications for playing LoL and matchmaking. Firstly, individual champion skill plays a significant role in the outcome of a match, regardless of team composition. Secondly, even after the skill-based matchmaking, there is still a wide variance in team skill before gameplay begins. Finally, players should only play champions that they have mastered, if they want to win games.