TY - GEN
T1 - Animated maps for analysis of personal performance in games
AU - Vieira, Pedro
AU - Gonçalves, Tiago
AU - Afonso, Ana Paula
AU - Carmo, Maria Beatriz
N1 - Publisher Copyright:
© 2017 IEEE.
Copyright:
Copyright 2018 Elsevier B.V., All rights reserved.
PY - 2017/11/29
Y1 - 2017/11/29
N2 - In recent years, the e-sports (electronic sports) phenomenon has been a growing trend and, with it, the interest in online videogames by players and spectators has also risen. One of the most popular genre of games is the MOBA (Multiplayer Online Battle Arena). Similarly to traditional sports, during a match there are several types of events that are of interest to players, coaches and analysts. These events can range from the position of a player at a particular moment, to game specific events, such as the position where a player died or the number of bullets fired in a certain zone. With the advancements in technology, it has become increasingly simpler to utilize telemetry techniques to collect data regarding the events that take place during a match. To analyze these data effectively and efficiently, it is necessary to explore which visualization techniques are better suited to the available data and the requirements of users. Regarding spatio-temporal data, the literature shows that although there are multiple visualization techniques available, the video game industry does not take full advantage of their potential. This article presents a prototype that explores several visualization techniques, namely animated maps, with the purpose of understanding their adequacy to display this type of information, while at the same time creating a tool for player performance analysis that satisfies the needs and expectations of users.
AB - In recent years, the e-sports (electronic sports) phenomenon has been a growing trend and, with it, the interest in online videogames by players and spectators has also risen. One of the most popular genre of games is the MOBA (Multiplayer Online Battle Arena). Similarly to traditional sports, during a match there are several types of events that are of interest to players, coaches and analysts. These events can range from the position of a player at a particular moment, to game specific events, such as the position where a player died or the number of bullets fired in a certain zone. With the advancements in technology, it has become increasingly simpler to utilize telemetry techniques to collect data regarding the events that take place during a match. To analyze these data effectively and efficiently, it is necessary to explore which visualization techniques are better suited to the available data and the requirements of users. Regarding spatio-temporal data, the literature shows that although there are multiple visualization techniques available, the video game industry does not take full advantage of their potential. This article presents a prototype that explores several visualization techniques, namely animated maps, with the purpose of understanding their adequacy to display this type of information, while at the same time creating a tool for player performance analysis that satisfies the needs and expectations of users.
KW - League of Legends
KW - Spatio-temporal data
KW - Visualization
UR - http://www.scopus.com/inward/record.url?scp=85043526355&partnerID=8YFLogxK
U2 - 10.1109/epcgi.2017.8124315
DO - 10.1109/epcgi.2017.8124315
M3 - Conference contribution
AN - SCOPUS:85043526355
T3 - EPCGI 2017 - 24th Encontro Portugues de Computacao Grafica e Interacao
SP - 1
EP - 8
BT - EPCGI 2017 - 24th Encontro Portugues de Computacao Grafica e Interacao
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 24th Encontro Portugues de Computacao Grafica e Interacao, EPCGI 2017
Y2 - 12 October 2017 through 13 October 2017
ER -