Detailed Information on Publication Record
2023
Through Space and Time: Spatio-Temporal Visualization of MOBA Matches
ŠUFLIARSKY, Adam, Günter WALLLNER and Simone KRIGLSTEINBasic 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.