2017 IEEE Conference on Visual Analytics Science and Technology (VAST) 2017
DOI: 10.1109/vast.2017.8585594
|View full text |Cite
|
Sign up to set email alerts
|

Visualizing Real-Time Strategy Games: The Example of StarCraft II

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

0
9
0

Year Published

2020
2020
2025
2025

Publication Types

Select...
4
2

Relationship

0
6

Authors

Journals

citations
Cited by 27 publications
(9 citation statements)
references
References 14 publications
0
9
0
Order By: Relevance
“…The first area in which these results have implications is in the domain of computational support for esports. A great number of computational tools for esports exist, which broadly provide players with assistance in decision making (Chen et al, 2018a , b ; Christiansen et al, 2019 ; Eger and Sauma Chacón, 2020 ) and review of gameplay (Wallner and Kriglstein, 2016 , 2020 ; Kuan et al, 2017 ; Afonso et al, 2019 ). These tools are often explicitly motivated by the desire to help players learn and master their game.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…The first area in which these results have implications is in the domain of computational support for esports. A great number of computational tools for esports exist, which broadly provide players with assistance in decision making (Chen et al, 2018a , b ; Christiansen et al, 2019 ; Eger and Sauma Chacón, 2020 ) and review of gameplay (Wallner and Kriglstein, 2016 , 2020 ; Kuan et al, 2017 ; Afonso et al, 2019 ). These tools are often explicitly motivated by the desire to help players learn and master their game.…”
Section: Discussionmentioning
confidence: 99%
“…Specifically, SRL skills, such as goal setting, can have an impact on gameplay performance. In the context of esports, knowledge of the role and impact of SRL would be invaluable to helping players more effectively learn and gain expertise, which is often cited as the primary motivation for the development of computational support tools for esports (Wallner and Kriglstein, 2016 ; Kuan et al, 2017 ; Afonso et al, 2019 ).…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…To date, most player-facing gameplay visualizations feature either aggregate [5,15] or spatio-temporal data [1,24,44]. Aggregate visualization techniques use visual elements such as percentages, graphs, and charts [5,15,29].…”
Section: Related Workmentioning
confidence: 99%
“…Process visualizations, which present human process as a sequence of actions taken [3,30,37,41,42,45,46], appear well suited to preserving causal information. Player-facing, post-play process visualizations are, however, rare and typically included as a secondary feature to a visualization of another type [1,24,32]. As such, they are rarely the focus of research, and we know little about how players extract meaning from them, which is necessary to ensure that we design and implement them in appropriate and effective ways.…”
Section: Introductionmentioning
confidence: 99%