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 language | English |
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Title of host publication | 24th Eurographics Conference on Visualization, EuroVis 2022 |
Publisher | Eurographics Association |
Pages | 55-57 |
Number of pages | 4 |
Volume | 2022-June |
ISBN (Print) | 9783038681854 |
DOIs | |
Publication status | Published - 13 Jun 2022 |
Externally published | Yes |
Event | 24th Eurographics Conference on Visualization - Rome, Italy Duration: 13 Jun 2022 → 17 Jun 2022 Conference number: 183012 https://conferences.eg.org/eurovis2022/ |
Publication series
Name | EuroVis 2022 - 24th Eurographics Conference on Visualization 2022, Posters |
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Publisher | Eurographics Association |
Volume | 2022-June |
ISSN (Print) | 1727-5296 |
Conference
Conference | 24th Eurographics Conference on Visualization |
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Abbreviated title | EuroVis 2022 |
Country/Territory | Italy |
City | Rome |
Period | 13/06/22 → 17/06/22 |
Internet address |
Keywords
- Visualization in motion
- Video games
- Visualization design
- Systematic review