Situated Visualization in Motion for Video Games
dc.contributor.author | Bucchieri, Federica | en_US |
dc.contributor.author | Yao, Lijie | en_US |
dc.contributor.author | Isenberg, Petra | en_US |
dc.contributor.editor | Krone, Michael | en_US |
dc.contributor.editor | Lenti, Simone | en_US |
dc.contributor.editor | Schmidt, Johanna | en_US |
dc.date.accessioned | 2022-06-02T15:29:08Z | |
dc.date.available | 2022-06-02T15:29:08Z | |
dc.date.issued | 2022 | |
dc.description.abstract | 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. | en_US |
dc.description.sectionheaders | Posters | |
dc.description.seriesinformation | EuroVis 2022 - Posters | |
dc.identifier.doi | 10.2312/evp.20221119 | |
dc.identifier.isbn | 978-3-03868-185-4 | |
dc.identifier.pages | 55-57 | |
dc.identifier.pages | 3 pages | |
dc.identifier.uri | https://doi.org/10.2312/evp.20221119 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/evp20221119 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Human-centered computing --> Visualization; Visualization application domains | |
dc.subject | Human centered computing | |
dc.subject | Visualization | |
dc.subject | Visualization application domains | |
dc.title | Situated Visualization in Motion for Video Games | en_US |
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