{"title":"视频游戏运动中的情景可视化","authors":"Federica Bucchieri, Lijie Yao, Petra Isenberg","doi":"arxiv-2409.07031","DOIUrl":null,"url":null,"abstract":"We contribute a systematic review of situated visualizations in motion in the\ncontext of video games. Video games produce rich dynamic datasets during\ngameplay that are often visualized to help players succeed in a game. Often\nthese visualizations are moving either because they are attached to moving game\nelements or due to camera changes. We want to understand to what extent this\nmotion and contextual game factors impact how players can read these\nvisualizations. In order to ground our work, we surveyed 160 visualizations in\nmotion and their embeddings in the game world. Here, we report on our analysis\nand categorization of these visualizations.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"64 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Situated Visualization in Motion for Video Games\",\"authors\":\"Federica Bucchieri, Lijie Yao, Petra Isenberg\",\"doi\":\"arxiv-2409.07031\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We contribute a systematic review of situated visualizations in motion in the\\ncontext of video games. Video games produce rich dynamic datasets during\\ngameplay that are often visualized to help players succeed in a game. Often\\nthese visualizations are moving either because they are attached to moving game\\nelements or due to camera changes. We want to understand to what extent this\\nmotion and contextual game factors impact how players can read these\\nvisualizations. In order to ground our work, we surveyed 160 visualizations in\\nmotion and their embeddings in the game world. Here, we report on our analysis\\nand categorization of these visualizations.\",\"PeriodicalId\":501541,\"journal\":{\"name\":\"arXiv - CS - Human-Computer Interaction\",\"volume\":\"64 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2024-09-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"arXiv - CS - Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/arxiv-2409.07031\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.07031","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We contribute a systematic review of situated visualizations in motion in the
context of video games. Video games produce rich dynamic datasets during
gameplay that are often visualized to help players succeed in a game. Often
these visualizations are moving either because they are attached to moving game
elements or due to camera changes. We want to understand to what extent this
motion and contextual game factors impact how players can read these
visualizations. In order to ground our work, we surveyed 160 visualizations in
motion and their embeddings in the game world. Here, we report on our analysis
and categorization of these visualizations.