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dc.contributor.authorBucchieri, Federicaen_US
dc.contributor.authorYao, Lijieen_US
dc.contributor.authorIsenberg, Petraen_US
dc.contributor.editorKrone, Michaelen_US
dc.contributor.editorLenti, Simoneen_US
dc.contributor.editorSchmidt, Johannaen_US
dc.date.accessioned2022-06-02T15:29:08Z
dc.date.available2022-06-02T15:29:08Z
dc.date.issued2022
dc.identifier.isbn978-3-03868-185-4
dc.identifier.urihttps://doi.org/10.2312/evp.20221119
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/evp20221119
dc.description.abstractWe 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.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing --> Visualization; Visualization application domains
dc.subjectHuman centered computing
dc.subjectVisualization
dc.subjectVisualization application domains
dc.titleSituated Visualization in Motion for Video Gamesen_US
dc.description.seriesinformationEuroVis 2022 - Posters
dc.description.sectionheadersPosters
dc.identifier.doi10.2312/evp.20221119
dc.identifier.pages55-57
dc.identifier.pages3 pages


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Attribution 4.0 International License
Except where otherwise noted, this item's license is described as Attribution 4.0 International License