ŠUFLIARSKY, Adam, Günter WALLLNER a Simone KRIGLSTEIN. Through Space and Time: Spatio-Temporal Visualization of MOBA Matches. Online. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. IFIP Conference on Human-Computer Interaction (INTERACT 2023). York, UK: Springer, 2023, s. 167-189. ISBN 978-3-031-42282-9. Dostupné z: https://dx.doi.org/10.1007/978-3-031-42283-6_9. |
Další formáty:
BibTeX
LaTeX
RIS
@inproceedings{2305177, author = {Šufliarsky, Adam and Walllner, Günter and Kriglstein, Simone}, address = {York, UK}, booktitle = {IFIP Conference on Human-Computer Interaction (INTERACT 2023)}, doi = {http://dx.doi.org/10.1007/978-3-031-42283-6_9}, editor = {Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M.}, keywords = {Gameplay visualization; Space-time cube; Replay analysis}, howpublished = {elektronická verze "online"}, language = {eng}, location = {York, UK}, isbn = {978-3-031-42282-9}, pages = {167-189}, publisher = {Springer}, title = {Through Space and Time: Spatio-Temporal Visualization of MOBA Matches}, year = {2023} }
TY - JOUR ID - 2305177 AU - Šufliarsky, Adam - Walllner, Günter - Kriglstein, Simone PY - 2023 TI - Through Space and Time: Spatio-Temporal Visualization of MOBA Matches PB - Springer CY - York, UK SN - 9783031422829 KW - Gameplay visualization KW - Space-time cube KW - Replay analysis N2 - 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. ER -
ŠUFLIARSKY, Adam, Günter WALLLNER a Simone KRIGLSTEIN. Through Space and Time: Spatio-Temporal Visualization of MOBA Matches. Online. In Abdelnour Nocera, J., Kristín Lárusdóttir, M., Petrie, H., Piccinno, A., Winckler, M. \textit{IFIP Conference on Human-Computer Interaction (INTERACT 2023)}. York, UK: Springer, 2023, s.~167-189. ISBN~978-3-031-42282-9. Dostupné z: https://dx.doi.org/10.1007/978-3-031-42283-6\_{}9.
|