3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data

R. Horst, Lukas Wehenkel, R. Dörner
{"title":"3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data","authors":"R. Horst, Lukas Wehenkel, R. Dörner","doi":"10.1109/GEM56474.2022.10017944","DOIUrl":null,"url":null,"abstract":"Displaying multivariate tempo-spatial data such as from competitive strategy games can support people in the challenging task of analyzing them. Within the Immersive An-alytics discipline, technologies such as Virtual Reality (VR) and Augmented Reality are utilized for rendering such complex data and extending the tool set of analysts. In this paper, we introduce 3D Hexglyph Maps - a visualization technique drawing from both the Space-Time Cube and the Hexbin Map techniques for use in VR. We illustrate how we applied our glyph-based technique for analyzing trajectorial match data of the prominent Electronic Sports game League of Legends and discuss identified potential and limitations. The results of our user study show that our technique performed well concerning the completion rates, that our participants needed a short period before efficiently understanding the visualization by means of the completion times, and that an increase of the players whose data are visualized leads to a slight deceleration of the analysis process.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE Games, Entertainment, Media Conference (GEM)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/GEM56474.2022.10017944","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Displaying multivariate tempo-spatial data such as from competitive strategy games can support people in the challenging task of analyzing them. Within the Immersive An-alytics discipline, technologies such as Virtual Reality (VR) and Augmented Reality are utilized for rendering such complex data and extending the tool set of analysts. In this paper, we introduce 3D Hexglyph Maps - a visualization technique drawing from both the Space-Time Cube and the Hexbin Map techniques for use in VR. We illustrate how we applied our glyph-based technique for analyzing trajectorial match data of the prominent Electronic Sports game League of Legends and discuss identified potential and limitations. The results of our user study show that our technique performed well concerning the completion rates, that our participants needed a short period before efficiently understanding the visualization by means of the completion times, and that an increase of the players whose data are visualized leads to a slight deceleration of the analysis process.
3D六边形地图:一种将Hexbin地图与时空立方体相结合的沉浸式分析技术,用于可视化电子竞技数据
显示多变量的时间-空间数据,例如来自竞争性策略游戏的数据,可以帮助人们完成分析这些数据的挑战性任务。在沉浸式分析学科中,虚拟现实(VR)和增强现实等技术被用于呈现如此复杂的数据并扩展分析师的工具集。在本文中,我们介绍了3D Hexglyph Maps -一种从时空立方体和Hexbin Map技术中提取的用于VR的可视化技术。我们说明了我们如何应用基于字形的技术来分析著名电子竞技游戏《英雄联盟》的轨迹比赛数据,并讨论了确定的潜力和局限性。我们的用户研究结果表明,我们的技术在完成率方面表现良好,我们的参与者需要很短的时间才能通过完成时间有效地理解可视化,并且数据可视化的玩家数量的增加会导致分析过程的略微减速。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信