Situated Visualization in Motion for Video games

Federica Bucchieri*, Lijie Yao, Petra Isenberg

*Corresponding author for this work

Research output: Chapter in Book or Report/Conference proceedingConference Proceedingpeer-review

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.
Original languageEnglish
Title of host publication24th Eurographics Conference on Visualization, EuroVis 2022
PublisherEurographics Association
Pages55-57
Number of pages4
Volume2022-June
ISBN (Print)9783038681854
DOIs
Publication statusPublished - 13 Jun 2022
Externally publishedYes
Event24th Eurographics Conference on Visualization - Rome, Italy
Duration: 13 Jun 202217 Jun 2022
Conference number: 183012
https://conferences.eg.org/eurovis2022/

Publication series

NameEuroVis 2022 - 24th Eurographics Conference on Visualization 2022, Posters
PublisherEurographics Association
Volume2022-June
ISSN (Print)1727-5296

Conference

Conference24th Eurographics Conference on Visualization
Abbreviated titleEuroVis 2022
Country/TerritoryItaly
CityRome
Period13/06/2217/06/22
Internet address

Keywords

  • Visualization in motion
  • Video games
  • Visualization design
  • Systematic review

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