{"title":"Visualization in Motion in Video Games for Different Types of Data","authors":"Federica Bucchieri, Lijie Yao, Petra Isenberg","doi":"arxiv-2409.07696","DOIUrl":null,"url":null,"abstract":"We contribute an analysis of situated visualizations in motion in video games\nfor different types of data, with a focus on quantitative and categorical data\nrepresentations. Video games convey a lot of data to players, to help them\nsucceed in the game. These visualizations frequently move across the screen due\nto camera changes or because the game elements themselves move. Our ultimate\ngoal is to understand how motion factors affect visualization readability in\nvideo games and subsequently the players' performance in the game. We started\nour work by surveying the characteristics of how motion currently influences\nwhich kind of data representations in video games. We conducted a systematic\nreview of 160 visualizations in motion in video games and extracted patterns\nand considerations regarding was what, and how visualizations currently exhibit\nmotion factors in video games.","PeriodicalId":501541,"journal":{"name":"arXiv - CS - Human-Computer Interaction","volume":"18 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2024-09-12","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-2409.07696","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
We contribute an analysis of situated visualizations in motion in video games
for different types of data, with a focus on quantitative and categorical data
representations. Video games convey a lot of data to players, to help them
succeed in the game. These visualizations frequently move across the screen due
to camera changes or because the game elements themselves move. Our ultimate
goal is to understand how motion factors affect visualization readability in
video games and subsequently the players' performance in the game. We started
our work by surveying the characteristics of how motion currently influences
which kind of data representations in video games. We conducted a systematic
review of 160 visualizations in motion in video games and extracted patterns
and considerations regarding was what, and how visualizations currently exhibit
motion factors in video games.