Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1007/978-3-031-42283-6_9guideproceedingsArticle/Chapter ViewAbstractPublication PagesConference Proceedingsacm-pubtype
Article

Through Space and Time: Spatio-Temporal Visualization of MOBA Matches

Published: 28 August 2023 Publication History

Abstract

With data about in-game behavior becoming more easily accessible, data-driven tools and websites that allow players to review their performance have emerged. Among the many different visualizations used as part of these systems, spatio-temporal visualizations which do not rely on animations have received little attention. In this paper, we explore if the established space-time cube (STC) visualization is a suitable means for simultaneously conveying information about space and time to players. Towards this end, we have created a STC visualization for reviewing matches, focusing on Heroes of the Storm as a use case, and conducted a study among 30 Multiplayer Online Battle Arena (MOBA) players to establish how successfully various tasks can be performed and how this kind of 3D representation is received. Our results indicate that such a visualization, despite its complexity, can be usefully applied for match analysis if the design and interaction possibilities are well chosen.

References

[1]
Afonso AP, Carmo MB, Gonçalves T, and Vieira P Visualeague: player performance analysis using spatial-temporal data Multimed. Tools Appl. 2019 78 23 33069-33090
[2]
Agarwal S, Wallner G, and Beck F Bombalytics: visualization of competition and collaboration strategies of players in a bomb laying game Comput. Graph. Forum 2020 39 3 89-100
[3]
Ahmad, S., Bryant, A., Kleinman, E., Teng, Z., Nguyen, T.H.D., Seif El-Nasr, M.: Modeling individual and team behavior through spatio-temporal analysis. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 601–612. Association for Computing Machinery, New York (2019).
[4]
Amar, R., Eagan, J., Stasko, J.: Low-level components of analytic activity in information visualization. In: IEEE Symposium on Information Visualization, pp. 111–117 (2005).
[5]
Amini F, Rufiange S, Hossain Z, Ventura Q, Irani P, and McGuffin MJ The impact of interactivity on comprehending 2d and 3d visualizations of movement data IEEE Trans. Visual Comput. Graphics 2015 21 1 122-135
[6]
Andrienko, N., Andrienko, G., Gatalsky, P.: Exploratory spatio-temporal visualization: an analytical review. J. Visual Lang. Comput. 14(6), 503–541 (2003)., visual Data Mining
[7]
Barrett, B.: Heroes. ReplayParser (2020). https://github.com/barrett777/Heroes.ReplayParser. Accessed May 2023
[8]
Blizzard Entertainment: Heroes of the Storm. Game [PC] (Juni Blizzard Entertainment 2015 California, USA Irvine
[9]
Brower, G.M.: lil-gui (2022), https://github.com/georgealways/lil-gui Accessed: May, 2023
[10]
Coulton, P., Bamford, W., Cheverst, K., Rashid, O.: 3d space-time visualization of player behaviour in pervasive location-based games. International Journal of Computer Games Technology 2008 (2008)
[11]
Dankoff, J.: Game telemetry with DNA tracking on assassin’s creed (2014). https://www.gamedeveloper.com/design/game-telemetry-with-dna-tracking-on-assassin-s-creed. Accessed May 2023
[12]
Demšar U and Virrantaus K Space-time density of trajectories: exploring spatio-temporal patterns in movement data Int. J. Geogr. Inf. Sci. 2010 24 10 1527-1542
[13]
Dixit, P.N., Youngblood, G.M.: Understanding playtest data through visual data mining in interactive 3d environments. In: 12th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia and Serious Games, pp. 34–42 (2008)
[14]
Drachen, A., Canossa, A.: Analyzing spatial user behavior in computer games using geographic information systems. In: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era, pp. 182–189. Association for Computing Machinery, New York (2009).
[15]
Drenikow, B., Mirza-Babaei, P.: Vixen: interactive visualization of gameplay experiences. In: Proceedings of the 12th International Conference on the Foundations of Digital Games. Association for Computing Machinery, New York (2017).
[16]
Ferreira N, Poco J, Vo HT, Freire J, and Silva CT Visual exploration of big spatio-temporal urban data: a study of New York city taxi trips IEEE Trans. Visual Comput. Graphics 2013 19 12 2149-2158
[17]
Filho JAW, Stuerzlinger W, and Nedel L Evaluating an immersive space-time cube geovisualization for intuitive trajectory data exploration IEEE Trans. Visual Comput. Graphics 2020 26 1 514-524
[18]
Gatalsky, P., Andrienko, N., Andrienko, G.: Interactive analysis of event data using space-time cube. In: Proceedings. Eighth International Conference on Information Visualisation, pp. 145–152. IEEE, Washington, DC (2004).
[19]
Gomez, S.R., Guo, H., Ziemkiewicz, C., Laidlaw, D.H.: An insight- and task-based methodology for evaluating spatiotemporal visual analytics. In: IEEE Conference on Visual Analytics Science and Technology (VAST), pp. 63–72. IEEE, Washington, DC (2014).
[20]
Gonçalves, T., Afonso, A.P., Martins, B.: Why not both? - combining 2D maps and 3D space-time cubes for human trajectory data visualization. In: Proceedings of the 30th International BCS Human Computer Interaction Conference, pp. 1–10. BCS Learning and Development Ltd., Swindon (2016).
[21]
Gonçalves, T., Vieira, P., Afonso, A.P., Carmo, M.B., Moucho, T.: Analysing player performance with animated maps. In: 22nd International Conference Information Visualisation (IV), pp. 103–109. IEEE, Washington, DC (2018).
[22]
Hägerstrand, T.: What about people in regional science? In: European Congress of The Regional Science Association Copenhagen, vol. 69 (1970)
[23]
Harrower, M., Fabrikant, S.: The Role of Map Animation for Geographic Visualization, chap. 4, pp. 49–65. John Wiley & Sons, Ltd (2008).
[24]
Hoobler, N., Humphreys, G., Agrawala, M.: Visualizing competitive behaviors in multi-user virtual environments. In: IEEE Visualization 2004, pp. 163–170. IEEE, Washington, DC (2004).
[25]
Huang W, Eades P, and Hong SH Measuring effectiveness of graph visualizations: a cognitive load perspective Inf. Vis. 2009 8 3 139-152
[26]
Jun E, Landry S, and Salvendy G Exploring the cognitive costs and benefits of using multiple-view visualisations Behav. Inf. Technol. 2013 32 8 824-835
[27]
Kapler T and Wright W Geotime information visualization Inf. Vis. 2005 4 2 136-146
[28]
Kepplinger, D., Wallner, G., Kriglstein, S., Lankes, M.: See, feel, move: Player behaviour analysis through combined visualization of gaze, emotions, and movement. In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, CHI 2020, pp. 1–14. Association for Computing Machinery, New York (2020).
[29]
Kessenich J, Sellers G, and Shreiner D OpenGL Programming Guide: The Official Guide to Learning OpenGL 2016 9 Boston Addison Wesley
[30]
Kleinman, E., El-Nasr, M.S.: Using data to “git gud”: a push for a player-centric approach to the use of data in esports (2021)., oSF Preprints
[31]
Kleinman, E., Preetham, N., Teng, Z., Bryant, A., Seif El-Nasr, M.: “What happened here!?” a taxonomy for user interaction with spatio-temporal game data visualization. Proc. ACM Hum.-Comput. Interact. 5(CHI PLAY), October 2021.
[32]
de Koning, R.: Visualization of Animal Behaviour Within the Space-Time Cube: A Transformation Framework to Improve Legibility. Master’s thesis, Wageningen University and Research Centre (2016). https://edepot.wur.nl/410205
[33]
Kraak, M.J.: The space-time cube revisited from a geovisualization perspective. In: ICC 2003: Proceedings of the 21st International Cartographic Conference, pp. 1988–1996. International Cartographic Association, New Zealand (2003)
[34]
Kriglstein, S., Wallner, G., Pohl, M.: A user study of different gameplay visualizations. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI 2014, pp. 361–370. Association for Computing Machinery, New York (2014).
[35]
Kristensson PO, Dahlback N, Anundi D, Bjornstad M, Gillberg H, Haraldsson J, Martensson I, Nordvall M, and Stahl J An evaluation of space time cube representation of spatiotemporal patterns IEEE Trans. Visual Comput. Graphics 2009 15 4 696-702
[36]
Kuan, Y.T., Wang, Y.S., Chuang, J.H.: Visualizing real-time strategy games: the example of starcraft ii. In: 2017 IEEE Conference on Visual Analytics Science and Technology (VAST), pp. 71–80. IEEE, Washington, DC (2017).
[37]
Kveladze I, Kraak MJ, and Elzakker CPV The space-time cube as part of a geovisual analytics environment to support the understanding of movement data Int. J. Geogr. Inf. Sci. 2015 29 11 2001-2016
[38]
Li W, Funk M, Li Q, and Brombacher A Visualizing event sequence game data to understand player’s skill growth through behavior complexity J. Visualization 2019 22 4 833-850
[39]
Li, X., Çöltekin, A., Kraak, M.J.: Visual exploration of eye movement data using the space-time-cube. In: Fabrikant, S.I., Reichenbacher, T., van Kreveld, M., Schlieder, C. (eds.) Geographic Information Science, pp. 295–309. Springer, Heidelberg (2010).
[40]
MacCormick, D., Zaman, L.: Echo: Analyzing Gameplay Sessions by Reconstructing Them From Recorded Data, pp. 281–293. Association for Computing Machinery, New York (2020)
[41]
Mayring, P.: Qualitative Content Analysis: Theoretical Background and Procedures, pp. 365–380. Springer, Netherlands (2015).
[42]
Menno-Jan Kraak IK Narrative of the annotated space-time cube - revisiting a historical event J. Maps 2017 13 1 56-61
[43]
Mirza-Babaei, P., Nacke, L.E., Gregory, J., Collins, N., Fitzpatrick, G.: How does it play better? exploring user testing and biometric storyboards in games user research. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1499–1508. Association for Computing Machinery, New York (2013).
[44]
Mo, C., et al.: An analysis of spatiotemporal pattern for coivd-19 in china based on space-time cube. J. Med. Virology 92, 1587–1595 (2020).
[45]
Moore, A., Whigham, P., Holt, A., Aldridge, C., Hodge, K.: A time geography approach to the visualisation of sport. In: Proceedings of the 7th International Conference on GeoComputation. University of Southampton, Southampton, UK, May 2022
[46]
Peuquet DJ It’s about time: A conceptual framework for the representation of temporal dynamics in geographic information systems Ann. Assoc. Am. Geogr. 1994 84 3 441-461
[47]
Slingsby, A., van Loon, E.: Exploratory visual analysis for animal movement ecology. Comput. Graph. Forum 35(3), 471–480 (2016).
[48]
three.js authors: ThreeJs (2022). https://github.com/mrdoob/three.js/. Accessed May (2023)
[49]
Turchenko, M.: Space-Time Cube Visualization in a Mixed Reality Environment. Masterarbeit, Technische Universität München, 80333 München, September 2018
[50]
Tversky B, Bauer Morrisony J, and Betrancourt M Animation: can it facilitate? Int. J. Hum. Comput. Stud. 2002 57 4 247-262
[51]
Wallner, G., Halabi, N., Mirza-Babaei, P.: Aggregated visualization of playtesting data. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, pp. 1–12. Association for Computing Machinery, New York (2019).
[52]
Wallner, G., Kriglstein, S.: A spatiotemporal visualization approach for the analysis of gameplay data. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1115–1124. Association for Computing Machinery, New York (2012).
[53]
Wallner G and Kriglstein S Visualization-based analysis of gameplay data - a review of literature Entertainment Comput. 2013 4 3 143-155
[54]
Wallner, G., Kriglstein, S.: Multivariate visualization of game metrics: an evaluation of hexbin maps. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 572–584. Association for Computing Machinery, New York (2020).
[55]
Wallner, G., van Wijland, M., Bernhaupt, R., Kriglstein, S.: What players want: information needs of players on post-game visualizations. In: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, CHI 2021. Association for Computing Machinery, New York (2021).
[56]
Yee, N.: Beyond 50/50: Breaking down the percentage of female gamers by genre (2017). https://quanticfoundry.com/2017/01/19/female-gamers-by-genre/. Accessed May 2023

Recommendations

Comments

Please enable JavaScript to view thecomments powered by Disqus.

Information & Contributors

Information

Published In

cover image Guide Proceedings
Human-Computer Interaction – INTERACT 2023: 19th IFIP TC13 International Conference, York, UK, August 28 – September 1, 2023, Proceedings, Part II
Aug 2023
664 pages
ISBN:978-3-031-42282-9
DOI:10.1007/978-3-031-42283-6

Publisher

Springer-Verlag

Berlin, Heidelberg

Publication History

Published: 28 August 2023

Author Tags

  1. Gameplay visualization
  2. Space-time cube
  3. Replay analysis

Qualifiers

  • Article

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 0
    Total Downloads
  • Downloads (Last 12 months)0
  • Downloads (Last 6 weeks)0
Reflects downloads up to 25 Nov 2024

Other Metrics

Citations

View Options

View options

Login options

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media