{"title":"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","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":"{\"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}","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}
3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data
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.