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

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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.KeywordsGameplay visualizationSpace-time cubeReplay analysis

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Graphics have been used since ancient times to portray things that are inherently spatiovisual, like maps and building plans. More recently, graphics have been used to portray things that are metaphorically spatiovisual, like graphs and organizational charts. The assumption is that graphics can facilitate comprehension, learning, memory, communication and inference. Assumptions aside, research on static graphics has shown that only carefully designed and appropriate graphics prove to be beneficial for conveying complex systems. Effective graphics conform to the Congruence Principle according to which the content and format of the graphic should correspond to the content and format of the concepts to be conveyed. From this, it follows that animated graphics should be effective in portraying change over time. Yet the research on the efficacy of animated over static graphics is not encouraging. In cases where animated graphics seem superior to static ones, scrutiny reveals lack of equivalence between animated and static graphics in content or procedures; the animated graphics convey more information or involve interactivity. Animations of events may be ineffective because animations violate the second principle of good graphics, the Apprehension Principle, according to which graphics should be accurately perceived and appropriately conceived. Animations are often too complex or too fast to be accurately perceived. Moreover, many continuous events are conceived of as sequences of discrete steps. Judicious use of interactivity may overcome both these disadvantages. Animations may be more effective than comparable static graphics in situations other than conveying complex systems, for example, for real time reorientations in time and space.
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Modern positioning and identification technologies enable tracking of almost any type of moving object. A remarkable amount of new trajectory data is thus available for the analysis of various phenomena. In cartography, a typical way to visualise and explore such data is to use a space–time cube, where trajectories are shown as 3D polylines through space and time. With increasingly large movement datasets becoming available, this type of display quickly becomes cluttered and unclear. In this article, we introduce the concept of 3D space–time density of trajectories to solve the problem of cluttering in the space–time cube. The space–time density is a generalisation of standard 2D kernel density around 2D point data into 3D density around 3D polyline data (i.e. trajectories). We present the algorithm for space–time density, test it on simulated data, show some basic visualisations of the resulting density volume and observe particular types of spatio-temporal patterns in the density that are specific to trajectory data. We also present an application to real-time movement data, that is, vessel movement trajectories acquired using the Automatic Identification System (AIS) equipment on ships in the Gulf of Finland. Finally, we consider the wider ramifications to spatial analysis of using this novel type of spatio-temporal visualisation.
Article
Analyzing observations over time and geography is a common task but typically requires multiple, separate tools. The objective of our research has been to develop a method to visualize, and work with, the spatial inter-connectedness of information over time and geography within a single, highly interactive 3-D view. A novel visualization technique for displaying and tracking events, objects and activities within a combined temporal and geospatial display has been developed. This technique has been implemented as a demonstratable prototype called GeoTime in order to determine potential utility. Initial evaluations have been with military users. However, we believe the concept is applicable to a variety of government and business analysis tasks. CR Categories: H.5.2 (User Interfaces): Graphical User Interfaces, I.3.6 (Computer Graphics): Interaction Techniques.
Article
Graph visualizations are typically evaluated by comparing their differences in effectiveness, measured by task performance such as response time and accuracy. Such performance-based measures have proved to be useful in their own right. There are some situations, however, where the performance measures alone may not be sensitive enough to detect differences. This limitation can be seen from the fact that the graph viewer may achieve the same level of performance by devoting different amounts of cognitive effort. In addition, it is not often that individual performance measures are consistently in favor of a particular visualization. This makes design and evaluation difficult in choosing one visualization over another. In an attempt to overcome the above-mentioned limitations, we measure the effectiveness of graph visualizations from a cognitive load perspective. Human memory as an information processing system and recent results from cognitive load research are reviewed first. The construct of cognitive load in the context of graph visualization is proposed and discussed. A model of user task performance, mental effort and cognitive load is proposed thereafter to further reveal the interacting relations between these three concepts. A cognitive load measure called mental effort is introduced and this measure is further combined with traditional performance measures into a single multi-dimensional measure called visualization efficiency. The proposed model and measurements are tested in a user study for validity. Implications of the cognitive load considerations in graph visualization are discussed.
Article
At the end of the sixties Hägerstrand introduced a space-time model which included features such as a Space-Time-Path, and a Space-Time-Prism. His model is often seen as the start of the time-geography studies. Throughout the years his model has been applied and improved to understand our movements through space. Problems studied can be found in different fields of geography, and range from those on an individual movement to whole theories to optimize transportation. From a visualization perspective the Space-Time-Cube was the most prominent element in Hagerstrand’s approach. In its basic appearance these images consist of a cube with on its base a representation of geography (along the x- and y-axis), while the cube’s height represents time (z-axis). A typical Space-Time-Cube could contain the space time-paths of for instance individuals or bus routes. However, when the concept was introduced the options to create the graphics were limited to manual methods and the user could only experience the single view created by the draftsperson. An alternative view on the cube would mean to go through a laborious drawing exercise. Today’s software has options to automatically create the cube and its contents from a database. Data acquisition of space-time paths for both individuals and groups is also made easier using GPS. Today, the user’s viewing environment is, by default, interactive and allows one to view the cube from any direction. In this paper an extended interactive and dynamic visualization environment is proposed, and demonstrated, in which the user has full flexibility to view, manipulate and query the data in a Space-Time-Cube. Included are options to move slider planes along each of the axes
Conference Paper
Existing system level taxonomies of visualization tasks are geared more towards the design of particular representations than the facilitation of user analytic activity. We present a set of ten low level analysis tasks that largely capture people's activities while employing information visualization tools for understanding data. To help develop these tasks, we collected nearly 200 sample questions from students about how they would analyze five particular data sets from different domains. The questions, while not being totally comprehensive, illustrated the sheer variety of analytic questions typically posed by users when employing information visualization systems. We hope that the presented set of tasks is useful for information visualization system designers as a kind of common substrate to discuss the relative analytic capabilities of the systems. Further, the tasks may provide a form of checklist for system designers.
Conference Paper
We present a system for enhancing observation of user interactions in virtual environments. In particular, we focus on analyzing behavior patterns in the popular team-based first-person perspective game Return to Castle Wolfenstein: Enemy Territory. This game belongs to a genre characterized by two moderate-sized teams (usually 6 to 12 players each) competing over a set of objectives. Our system allows spectators to visualize global features such as large-scale behaviors and team strategies, as opposed to the limited, local view that traditional spectating modes provide. We also add overlay visualizations of semantic information related to the action that might be important to a spectator in order to reduce the information overload that plagues traditional overview visualizations. These overlays can visualize information about abstract concepts such as player distribution over time and areas of intense combat activity, and also highlight important features like player paths, fire coverage, etc. This added information allows spectators to identify important game events more easily and reveals large-scale player behaviors that might otherwise be overlooked.
Game telemetry with DNA tracking on assassin
  • J Dankoff
Beyond 50/50: Breaking down the percentage of female gamers by genre
  • N Yee
What about people in regional science? In: European Congress of The Regional Science Association Copenhagen
  • T Hägerstrand