An Age-based Study into Interactive Narrative Visualization Engagement.

IF 1.4 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Nina Errey, Yi Chen, Yu Dong, Quang Vinh Nguyen, Xiaoru Yuan, Tuck Wah Leong, Christy Jie Liang
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引用次数: 0

Abstract

Research has shown that an audiences' age impacts their engagement in digital media. Interactive narrative visualization is an increasingly popular form of digital media that combines data visualization and storytelling to convey important information. However, audience age is often overlooked by interactive narrative visualization authors. Using an established visualization engagement questionnaire, we ran an empirical experiment where we compared end-user engagement to audience age. We found a small difference in engagement scores where older age cohorts were less engaged than the youngest age cohort. Our qualitative analysis revealed that the terminology and overall understanding of interactive narrative patterns integrated into narrative visualization was more apparent in the feedback from younger age cohorts relative to the older age cohorts. We conclude this paper with a series of recommendations for authors of interactive narrative visualization on how to design inclusively for audiences according to their age.

基于年龄的交互式叙事可视化参与研究。
研究表明,受众的年龄会影响他们对数字媒体的参与。交互式叙事可视化是一种日益流行的数字媒体形式,它结合了数据可视化和讲故事来传达重要信息。然而,互动叙事可视化作者往往忽略了受众年龄。使用一份已建立的可视化参与度问卷,我们进行了一项实证实验,将终端用户参与度与受众年龄进行了比较。我们发现,年龄较大的人群比年龄最小的人群参与度更低,在参与度得分上存在微小差异。我们的定性分析显示,相对于老年组,年轻组的反馈更明显地体现了对整合到叙事可视化中的交互式叙事模式的术语和整体理解。在本文的最后,我们对互动叙事可视化的作者提出了一系列建议,告诉他们如何根据不同年龄的受众进行包容性的设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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