D 2023

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches

ŠUFLIARSKY, Adam, Günter WALLLNER and Simone KRIGLSTEIN

Basic information

Original name

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches

Authors

ŠUFLIARSKY, Adam (703 Slovakia, belonging to the institution), Günter WALLLNER and Simone KRIGLSTEIN (40 Austria, belonging to the institution)

Edition

York, UK, IFIP Conference on Human-Computer Interaction (INTERACT 2023), p. 167-189, 23 pp. 2023

Publisher

Springer

Other information

Language

English

Type of outcome

Stať ve sborníku

Field of Study

10201 Computer sciences, information science, bioinformatics

Country of publisher

Switzerland

Confidentiality degree

není předmětem státního či obchodního tajemství

Publication form

electronic version available online

Impact factor

Impact factor: 0.402 in 2005

RIV identification code

RIV/00216224:14330/23:00131546

Organization unit

Faculty of Informatics

ISBN

978-3-031-42282-9

ISSN

Keywords in English

Gameplay visualization; Space-time cube; Replay analysis

Tags

International impact, Reviewed
Změněno: 8/4/2024 17:21, RNDr. Pavel Šmerk, Ph.D.

Abstract

V originále

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.