Through Space and Time: Spatio-Temporal Visualization of MOBA Matches
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14330%2F23%3A00131546" target="_blank" >RIV/00216224:14330/23:00131546 - isvavai.cz</a>
Výsledek na webu
<a href="http://dx.doi.org/10.1007/978-3-031-42283-6_9" target="_blank" >http://dx.doi.org/10.1007/978-3-031-42283-6_9</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1007/978-3-031-42283-6_9" target="_blank" >10.1007/978-3-031-42283-6_9</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Through Space and Time: Spatio-Temporal Visualization of MOBA Matches
Popis výsledku v původním jazyce
With data about in-game behavior becoming more easily accessible, data-driven tools and websites that allow players to review their performance have emerged. Among the many different visualizations used as part of these systems, spatio-temporal visualizations which do not rely on animations have received little attention. In this paper, we explore if the established space-time cube (STC) visualization is a suitable means for simultaneously conveying information about space and time to players. Towards this end, we have created a STC visualization for reviewing matches, focusing on Heroes of the Storm as a use case, and conducted a study among 30 Multiplayer Online Battle Arena (MOBA) players to establish how successfully various tasks can be performed and how this kind of 3D representation is received. Our results indicate that such a visualization, despite its complexity, can be usefully applied for match analysis if the design and interaction possibilities are well chosen.
Název v anglickém jazyce
Through Space and Time: Spatio-Temporal Visualization of MOBA Matches
Popis výsledku anglicky
With data about in-game behavior becoming more easily accessible, data-driven tools and websites that allow players to review their performance have emerged. Among the many different visualizations used as part of these systems, spatio-temporal visualizations which do not rely on animations have received little attention. In this paper, we explore if the established space-time cube (STC) visualization is a suitable means for simultaneously conveying information about space and time to players. Towards this end, we have created a STC visualization for reviewing matches, focusing on Heroes of the Storm as a use case, and conducted a study among 30 Multiplayer Online Battle Arena (MOBA) players to establish how successfully various tasks can be performed and how this kind of 3D representation is received. Our results indicate that such a visualization, despite its complexity, can be usefully applied for match analysis if the design and interaction possibilities are well chosen.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
10201 - Computer sciences, information science, bioinformathics (hardware development to be 2.2, social aspect to be 5.8)
Návaznosti výsledku
Projekt
—
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2023
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
IFIP Conference on Human-Computer Interaction (INTERACT 2023)
ISBN
9783031422829
ISSN
0302-9743
e-ISSN
—
Počet stran výsledku
23
Strana od-do
167-189
Název nakladatele
Springer
Místo vydání
York, UK
Místo konání akce
York, UK
Datum konání akce
1. 1. 2023
Typ akce podle státní příslušnosti
CST - Celostátní akce
Kód UT WoS článku
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