论文标题

球在我们的球场上:与体育专家进行可视化研究

The Ball is in Our Court: Conducting Visualization Research with Sports Experts

论文作者

Lin, Tica, Chen, Zhutian, Beyer, Johanna, Wu, Yincai, Pfister, Hanspeter, Yang, Yalong

论文摘要

大多数运动可视化依赖于空间,高度时间和以用户为中心的数据的组合,使运动成为可视化的具有挑战性的目标。新兴技术(例如增强和混合现实(AR/XR))带来了激动人心的机会,以及运动可视化的新挑战。我们分享了与体育领域专家合作的经验,并通过在SportsXR进行可视化研究中汲取的教训。在以前的工作中,我们针对运动中的不同类型的用户,包括运动员,游戏分析师和球迷。每个用户组都有独特的设计限制和要求,例如在培训中获得实时视觉反馈,自动化低级视频分析工作流程或个性化嵌入式可视化的可视化,以进行实时游戏数据分析。在本文中,我们合成了我们在SportsXR工作时确定的最佳实践和陷阱。我们重点介绍了与体育领域专家合作设计和评估运动可视化以及与新兴AR/XR技术合作的经验教训。我们设想,体育可视化研究将通过其沉浸式和位置分析的独特挑战和机会来使更大的可视化社区受益。

Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this paper, we synthesize our best practices and pitfalls we identified while working on SportsXR. We highlight lessons learned in working with sports domain experts in designing and evaluating sports visualizations and in working with emerging AR/XR technologies. We envision that sports visualization research will benefit the larger visualization community through its unique challenges and opportunities for immersive and situated analytics.

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