SlideShare a Scribd company logo
1 of 46
“Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010.
   aculty/healey/NFL viz/, 2008.                         [61] Maxis, Spore. Electronic Arts, 2008.
nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003.
  rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.
09, pp. 202–209.                                         [64] Blizzard, World of Warcraft. Blizzard, 2004.
   ttp://www.mochibot.com/.                              [65] Valve Corporation, Steam. Valve Corporation, 2003.
   atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010.
 atistics.                                               [67] EA Canada, FIFA 10. EA Sports, 2009.
http://playtomic.com/.                                   [68] Treyarch, Call of Duty: World at War. Activision, 2008.
  ocial analytics,” http://www.kontagent.com/.           [69] MicroProse, Civilization. MicroProse, 1991.
  V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001.
  AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012                                                      14
  on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989.
  ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991.
  eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992.
 otball games,” http://www.
 Systems, 2008, pp. 443–452.         [60] ——, Mass Effect 2. ——, Doom. Arts, 2010.
                                                         [74]    Electronic id Software, 1993.




                                    Toward Visualization for
  ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992.
      viz/, 2008.                    [61] 2010, Spore. Electronic Arts, 2008.
   metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994.
wards gameplay analysis via                              [76] Blizzard, Warcraft: Orcs & Activision, 2003.
  logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011.
    of the International MindTrek    [63] Visceral in [77] ——, StarCraft. Blizzard, 1998.
  the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010.
                                     [64]                [78] ——, StarCraft II: Wings
  , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010.
 ot.com/.                             “Spore API: ac- [79] Steam. Valve Corporation, S2
  ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001.
  ng,” http://nonoba.com/            [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010.
                                     [67] EA Canada, FIFA 10. EA Sports, 2009.
                                                         [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
 m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003.
  Spore                              [68] Treyarch, Call of Duty: World at EVE Activision, 2008.
 d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010.
p://www.kontagent.com/.              [69] computer [83] EA Tiburon, Madden NFL




                                    Games:
   B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992.
   ing action for J. Pagulayan,      [70] Firaxis Games, Civilization III. Infogrames, 2001.
  methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010.
   of user experience (TRUE):        [71] Bullfrog, Populous. Electronic Arts, 1989.
     Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996.
      solution Games, 2003, sys-     [72]                 II: id Software, Quake. GT Interactive,
G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011.
 Conference on Human Factors         [73] id Software, [87] Bioware, Apogee Software, 1992.
                                     [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001.
43–452. in multi-user virtual environments,” in id Software, 1993.
ehaviors
    the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
  ofiling system,” 2010, http:        [75] Westwood       [89] Dune II: Battle for Arrakis. Virgin, 1992.
 etry.htm.                           [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010.
                                                         [90] DICE, Humans. Blizzard, 1994.
 ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007.
   . Ranon, and L. seas,” in         [77] ——, visu- [91] Nintendo, Wii




                                    Theory, Design Space, and
     for analyzing navigation in virtual environ-
   Conference, 2007.                 [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.
M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010.
 Transactions “Spore API: ac-        [79] S2 Games,
 er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001.
   . creativity,” in SIGGRAPH        [80]
  s and K. Iizuka, “Visualization[81]online-game
                                      of ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
    on their action behaviors,”
/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003.
                                     [82] CCP Games,                              Brian Bowman is a senior undergraduate
  ion Technology, 2008.
 amessummary for computer            [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue
                                                                                  student in
  s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will
ator modes and summaries,”           [84] MicroProse,                                 MicroProse, 1992.
    clustering of online-game players,” International
Conference on Application and        [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012.
                                                                                  be graduating from Purdue
ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably
003, pp. 124–132.                    [86] id                                       1996.
  A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011.
    M. Agrawala, “Visualizing         gameplay visu-                              plays too many video games.

                                    Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly
  er virtual environments,” in and visualization
  festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001.
 eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
      on Visualization, 2004, pp.    [89] Infinity 5,
                                     [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010.
 ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007.
  ronutti, “VU-Flow: A visu-         [91] Nintendo,
  igation in virtual environ- Research, vol. 11,
  tional Journal of Computer Game
11.lization and Computer Graph-
os, F. Kivran-Swaine, and M. Naaman, “Playable
 Nov./Dec. 2006.
  rizing the design space of game-y infographics,”
Visualization of online-game
  aviors,” ACM Conference on Human Factors in
     of the International Journal
                                                              Brian Bowman is Niklas Elmqvist is an assistant professor
                                                                                    a senior undergraduate
   tems, 2011.
  8.
 “Leaderboards “Detection of                                  student in Computer Engineering at Purdue
                                                                                  in the School of Electrical and Computer
  d K.-T. Chen, can suck it! five better ideas for             University in West Lafayette, IN, USA. He willUniversity in West
                                                                                  Engineering at Purdue
  me data,” in Proceedings of
 -game players,” Internationalthe Game Developers
10.3, pp. 11–16, 2007.                                        be graduating fromLafayette,inIN, USA. He was previously a
                                                                                     Purdue    Spring 2012.
o.                                                            He is a member ofpostdoctoral He probablyat INRIA in Paris,
                                                                                    IEEE-HKN. researcher
     M. Wattenberg, “Stacked graphs - geometry
  ennan, “The gameplay visu-
    IEEE Transactions on Visualization and Computer           plays too many video games.
                                                                                  France. He received his Ph.D. in 2006
  or logging and visualization                                                    from Chalmers University of Technology in
 14, no. Entertainment, vol. 5,
  ters in   6, pp. 1245–1252, 2008.
  amers mimic the season’s ups and downs,” The                                       ¨
                                                                                  Goteborg, Sweden. He is a member of the
   s, Feb. 2011.                                                                  IEEE and the Computer Society. In another
   zing gameplay data as a re-                                                    life, he is a wizard, assassin, or knight in
dputer Game Research,structure of the information
     J. Mackinlay, “The vol. 11,
design space,” in Proceedings of the IEEE Sympo-                                  whatever game currently takes his fancy.
,ation M. Naaman, “Playable 92–99.
  and Visualization, 1997, pp.
ologie graphique: Les diagrammes - Les r´seaux - Les
ace of game-y infographics,”            e
rance, on Human Factors in
 rence  1967.
   S. Ishakawa, and M. Silverstein, A Pattern              Niklas Elmqvist is an assistant professor
ns, Buildings,better ideas for New York: Oxford                              T.J. Jankun-Kelly is an associate Professor
                                                           in the School of Electrical and Computer
suck it! five Construction.
 ss, 1977.
dings of the Game Developers                               Engineering at Purdue University in West engineering within
                                                                             of computer science and
m, http://www.machinima.com/.                              Lafayette, IN, USA. He was previously a College of En-
                                                                             the James Worth Bagley
                                                                             gineering, Mississippi State University, MS,
                                                           postdoctoral researcher at INRIA in Paris,
Stacked graphs - geometry
n Visualization and Computer                               France. He received his Ph.D. in 2006at at the intersec-
                                                                             USA. His research lies
41                                            2102 HTNOM ,Y .ON ,XX .LOV ,SCIHPARG RETUPMOC DNA NOITAZILAUSIV NO SNOITCASNART EEE



                                                                                                                                        .0102 ,strA cinortcelE .2 tceffE ssaM ,——        ]06[   .www//:ptth ”,semag llabtoof LFN gnizilausiV“ ,yelaeH .G .C              ]03
                                                                                                                                               .8002 ,strA cinortcelE .eropS ,sixaM      ]16[                      .8002 ,/ziv LFN/yelaeh/ytlucaf/ude.uscn.csc
                                                                                                           .3002 ,noisivitcA .yrotirreT ymenE :nietsnefloW ,egamaD hsalpS                ]26[   aiv sisylana yalpemag sdrawoT“ ,assonaC .A dna nehcarD .A                ]13
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012                                                                       14
                                                                                                                        .1102 ,strA cinortcelE .2 ecapS daeD ,semaG larecsiV             ]36[   kerTdniM lanoitanretnI eht fo sgnideecorP ni ”,scirtem yalpemag
                                                                                                                                      .4002 ,drazzilB .tfarcraW fo dlroW ,drazzilB       ]46[                                       .902–202 .pp ,9002 ,ecnerefnoC
                                                                                                                         .3002 ,noitaroproC evlaV .maetS ,noitaroproC evlaV              ]56[                          ./moc.tobihcom.www//:ptth ”,tobihcoM“             ]23
                                                                                                                 .0102 ,soidutS emaG tfosorciM .hcaeR :olaH ,.cnI ,eignuB                ]66[   /moc.abonon//:ptth ”,gnikcart & scitsitatS :abonoN“                      ]33
[30] C. G. Healey, “Visualizing NFL football games,” http://www.     [60] ——, Mass Effect 2. Electronic Arts, 2010.                        .9002 ,stropS AE .01 AFIF ,adanaC AE          ]76[                                                 .scitsitats/srepoleved
     csc.ncsu.edu/faculty/healey/NFL viz/, 2008.                     [61] Maxis, Spore. Electronic Arts, 2008. .8002 ,noisivitcA .raW ta dlroW :ytuD fo llaC ,hcrayerT                   ]86[                               ./moc.cimotyalp//:ptth ”,cimotyalP“          ]43
[31] A. Drachen and A. Canossa, “Towards gameplay analysis via       [62] Splash Damage, Wolfenstein: Enemy Territory. Activision,orciM .noitaziliviC ,esorPorciM
                                                                                                                                      .1991 ,esorP 2003.                                 ]96[     ./moc.tnegatnok.www//:ptth ”,scitylana laicoS :tnegatnoK“              ]53
     gameplay metrics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic1002 ,semargofnI .III noitaziliviC ,semaG sixariF
                                                                                                                              . Arts, 2011.                                              ]07[   ,nayalugaP .J .R ,spillihP .B ,huhcS .E ,nnuG .V .D ,miK .H .J           ]63
                                                                                                                                         .9891 ,strA cinortcelE .suolupoP ,gorflluB      ]17[   :)EURT( ecneirepxe resu emit-laer gnikcarT“ ,noxiW .R .D dna
     Conference, 2009, pp. 202–209.                                  [64] Blizzard, World of Warcraft. Blizzard,92004. .sdoG naipmylO eht fo slairT :II suolupoP ,——
                                                                                                                   .19 1 ,AE                                                             ]27[   -sys xelpmoc rof noitulos noitatnemurtsni evisneherpmoc a
[32] “Mochibot,” http://www.mochibot.com/.                           [65] Valve Corporation, Steam. Valve Corporation, tfoS eegopA .D3 nietsnefloW ,erawtfoS di
                                                                                                                       .2991 ,eraw 2003.                                                 ]37[   srotcaF namuH no ecnerefnoC MCA eht fo sgnideecorP ni ”,smet
[33] “Nonoba: Statistics & tracking,” http://nonoba.com/             [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. 91 ,erawtfoS di .mooD ,——
                                                                                                                                                    .39                                  ]47[                            .254–344 .pp ,8002 ,smetsyS gnitupmoC ni
     developers/statistics.                                          [67] EA Canada, FIFA 10. EA Sports,92009.griV .sikarrA rof elttaB :II enuD ,soidutS doowtseW
                                                                                                              .2 91 ,ni                                                                  ]57[   :ptth ,0102 ”,metsys gnilfiorp yrtemeleT“ ,slooT emaG DAR                 ]73
[34] “Playtomic,” http://playtomic.com/.                             [68] Treyarch, Call of Duty: World at War. Activision,il2008. a.m99H ,&rscrzilBtfartfrarWradSa,zzi—
                                                                                                                           .4991 ,drazz B .sn u
                                                                                                                                                     8 1 d az
                                                                                                                                                                  O: ca , r
                                                                                                                                                                       . C t —
                                                                                                                                                                                  lB     ]67[
                                                                                                                                                                                         ]77[
                                                                                                                                                                                                                       .mth.yrtemelet/moc.slootemagdar.www//
                                                                                                                                                                                                ni ”,saes hgih eht no noitcelloc ataD :gniggolF“ ,giwduL .J              ]83
[35] “Kontagent: Social analytics,” http://www.kontagent.com/.       [69] MicroProse, Civilization. MicroProse, 1991.2 ,drazzilB .ytrebiL fo sgniW :II tfarCratS ,——
                                                                                                                            .010                                                         ]87[                 .7002 ,ecnerefnoC srepoleveD emaG eht fo sgnideecorP
[36] J. H. Kim, D. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan,  [70] Firaxis Games, Civilization III. Infogrames,0102 ,semaG 2S .htreweN fo seoreH ,semaG 2S
                                                                                                                                 . 2001.                                                 ]97[   -ca :IPA eropS“ ,sodrawT .M dna ,nahdohS .S ,ztiwoksoM .D                ]93
     and D. R. Wixon, “Tracking real-time user experience (TRUE):    [71] Bullfrog, Populous. Electronic Arts,02 ,tnemniatretnE cihtyM .tolemaC fo egA kraD ,cihtyM
                                                                                                               .10 1989.                                                                 ]08[   HPARGGIS ni ”,ytivitaerc reyalp fo esabatad euqinu a gnissec
     a comprehensive instrumentation solution for complex sys-       [72] ——, Populous II: Trials of the Olympian Gods.E EA,nokceR fo egA :enilnO remmahraW ,——
                                                                                                            .8002 ,semaG A              .gni 1991.                                       ]18[                                                             .9002 ,sklaT
     tems,” in Proceedings of the ACM Conference on Human Factors    [73] id Software, Wolfenstein 3D. Apogee Software,,s1992.G E CC 1 LFNnnedEVM ,,seorubiT CC
                                                                                                                                   .3002 ,sema P
                                                                                                                                .0102 tropS A           .1
                                                                                                                                                            .enil O
                                                                                                                                                                    da
                                                                                                                                                                       E maG P
                                                                                                                                                                         n       AE
                                                                                                                                                                                         ]28[
                                                                                                                                                                                         ]38[
                                                                                                                                                                                                ./erops/moc.eceipteloiveht//:ptth ”,atad eropS“ ,sodrawT .M
                                                                                                                                                                                                retupmoc rof yrammus noitcA“ ,hcusaM .M dna replaH .N
                                                                                                                                                                                                                                                                         ]04
                                                                                                                                                                                                                                                                         ]14
     in Computing Systems, 2008, pp. 443–452.                        [74] ——, Doom. id Software, 1993.            .2991 ,esorPorciM .xirP dnarG enO alumroF ,esorPorciM                  ]48[   ”,seirammus dna sedom rotatceps rof noitca gnitcartxE :semag
[37] RAD Game Tools, “Telemetry profiling system,” 2010, http:        [75] Westwood Studios, Dune II: Battle 2 ,semaG AE .tiVirgin,H :deepS rof deeN ,semaG noiretirC
                                                                                                           .010 for Arrakis. usruP to 1992.                                              ]58[   dna noitacilppA no ecnerefnoC lanoitanretnI eht fo sgnideecorP ni
     //www.radgametools.com/telemetry.htm.                           [76] Blizzard, Warcraft: Orcs & Humans. Blizzard, 1994. ,evitcaretnI TG .ekauQ ,erawtfoS di
                                                                                                                                        .6991                                            ]68[                 .231–421 .pp ,3002 ,semaG retupmoC fo tnempoleveD
[38] J. Ludwig, “Flogging: Data collection on the high seas,” in     [77] ——, StarCraft. Blizzard, 1998.                          .1102 ,strA cinortcelE .II egA nogarD ,erawoiB         ]78[   gnizilausiV“ ,alawargA .M dna ,syerhpmuH .G ,relbooH .N                  ]24
                                                                                                                                         .1002 ,drazzilB .II olbaiD ,htroN drazzilB      ]88[   ni ”,stnemnorivne lautriv resu-itlum ni sroivaheb evititepmoc
     Proceedings of the Game Developers Conference, 2007.            [78] ——, StarCraft II: Wings of Liberty. 2 ,noisivitcA .2010. aW nredoM :ytuD fo llaC ,draW ytinfinI
                                                                                                           .900 Blizzard, 2 erafr                                                        ]98[   .pp ,4002 ,noitazilausiV no ecnerefnoC EEEI eht fo sgnideecorP
[39] D. Moskowitz, S. Shodhan, and M. Twardos, “Spore API: ac-       [79] S2 Games, Heroes of Newerth. S2 Games,st2010. ortcelE .2 ynapmoC daB :dlefielttaB ,ECID
                                                                                                                    .0102 , rA cin                                                       ]09[                                                                .071–361
     cessing a unique database of player creativity,” in SIGGRAPH    [80] Mythic, Dark Age of Camelot. Mythic Entertainment, 002 ,odnetniN .tiF iiW ,odnetniN
                                                                                                                                               .7 2001.                                  ]19[   -usiv A :wolF-UV“ ,ittunoreI .L dna ,nonaR .R ,orattihC .L               ]34
       Talks, 2009.                                                             [81]   ——, Warhammer Online: Age of Reckoning. EA Games, 2008.                                                  -norivne lautriv ni noitagivan gnizylana rof loot noitazila
[40]   M. Twardos, “Spore data,” http://thevioletpiece.com/spore/.              [82]   CCP Games, EVE Online. CCP Games, 2003.                                                                  -hparG retupmoC dna noitazilausiV no snoitcasnarT EEEI ”,stnem
                                                                                                                                                                                                               .6002 .ceD/.voN ,5841–5741 .pp ,6 .on ,21 .lov ,sci
[41]   N. Halper and M. Masuch, “Action summary for computer                    [83]   EA Tiburon, Madden NFL 11. EA Sports, 2010.                                                              emag-enilno fo noitazilausiV“ ,akuziI .K dna samnowahT .R                ]44
       games: Extracting action for spectator modes and summaries,”             [84]   MicroProse, Formula One GrandetPrix.rgrednu roines a 1992.mwoB nairB
                                                                                                                           auda
                                                                                                                                 MicroProse, si na                                              lanruoJ lanoitanretnI ”,sroivaheb noitca rieht no desab sreyalp
       in Proceedings of the International Conference on Application and        [85]   Criterion Games, Need for Speed:eHot P ta gnireenignE retupmo2010.neduts
                                                                                                                          udru Pursuit. EA Games, C ni t                                                                      .8002 ,ygolonhceT semaG retupmoC fo
       Development of Computer Games, 2003, pp. 124–132.                        [86]   id Software, Quake. GT Interactive, .1996.NI ,etteyafaL tseW ni ytisrevinU
                                                                                                                       lliw eH ASU ,                                                            fo noitceteD“ ,nehC .T-.K dna ,egihsaruK .M ,samnowahT .R                ]54
                                                                                [87]   Bioware, Dragon Age II. Electronic Arts, 2011.druP morf gnitaudarg eb                                    lanoitanretnI ”,sreyalp emag-enilno fo gniretsulc rof skramdnal
[42]   N. Hoobler, G. Humphreys, and M. Agrawala, “Visualizing                                                         .2102 gnirpS ni eu
                                                                                                                                                                                                         .7002 ,61–11 .pp ,3 .on ,6 .lov ,ytilaeR lautriV fo lanruoJ
       competitive behaviors in multi-user virtual environments,” in            [88]   Blizzard North, Diablo II. Blizzard, r2001..NKH-EEEI fo rebmem a si eH
                                                                                                                       ylbabo p eH
                                                                                                                                                                                                -usiv yalpemag ehT“ ,nannerD .P dna ,nworB .A .R ,nilsoJ .S .S           ]64
       Proceedings of the IEEE Conference on Visualization, 2004, pp.           [89]   Infinity Ward, Call of Duty: Modern Warfare 2..semag oediv yn2009. t syalp
                                                                                                                                        Activision, am oo                                       noitazilausiv dna gniggol rof krowemarf a :otsefinam noitazila
       163–170.                                                                 [90]   DICE, Battlefield: Bad Company 2. Electronic Arts, 2010.                                                  ,5 .lov ,tnemniatretnE ni sretupmoC ”,atad yalpemag enilno fo
[43]   L. Chittaro, R. Ranon, and L. Ieronutti, “VU-Flow: A visu-               [91]   Nintendo, Wii Fit. Nintendo, 2007.                                                                                                                                        .7002
                                                                                                                                                                                                -er a sa atad yalpemag gnizylanA :sreissod reyalP“ ,reldeM .B            ]74
       alization tool for analyzing navigation in virtual environ-                                                                                                                              ,11 .lov ,hcraeseR emaG retupmoC fo lanruoJ lanoitanretnI ”,draw
       ments,” IEEE Transactions on Visualization and Computer Graph-                                                                                                                                                                               .1102 .beF ,1 .on
       ics, vol. 12, no. 6, pp. 1475–1485, Nov./Dec. 2006.                                                                                                                                      elbayalP“ ,namaaN .M dna ,eniawS-narviK .F ,soluopokaiD .N               ]84
[44]   R. Thawonmas and K. Iizuka, “Visualization of online-game                                                                                                                                ”,scihpargofni y-emag fo ecaps ngised eht gniziretcarahC :atad
       players based on their action behaviors,” International Journal                                                                                                                          ni srotcaF namuH no ecnerefnoC MCA eht fo sgnideecorP ni
                                                                                                          Brian Bowmanseforp tseniora undergraduatesalkiN
                                                                                                                        ros is a natsiss na si tsivqmlE                                                                                   .1102 ,smetsyS gnitupmoC
       of Computer Games Technology, 2008.                                                                student in Computer Engineering ato Purdue eht ni
                                                                                                                        retupmoC dna lacirtcelE f loohcS                                        rof saedi retteb evfi !ti kcus nac sdraobredaeL“ ,ttuchtroN .T            ]94
[45]   R. Thawonmas, M. Kurashige, and K.-T. Chen, “Detection of                                          University in West uniivytrip revinU eeuUSA. tHeI n,ieeteniafnE
                                                                                                                        tseW
                                                                                                                              Lafayette, IN, druSU aNg will ey g aL
                                                                                                                                      s              P         r                                srepoleveD emaG eht fo sgnideecorP ni ”,atad emag gnizilausiv
       landmarks for clustering of online-game players,” International                                                  a yls o e        saw H .A       ,        t                                                                                  .0102 ,ecnerefnoC
                                                                                                          be graduatingsifromniPurduetainreSpring r2012.odtsop
                                                                                                                        , raP     AIRNI          hcraese larotc
       Journal of Virtual Reality, vol. 6, no. 3, pp. 11–16, 2007.                                                                                                                              yrtemoeg - shparg dekcatS“ ,grebnettaW .M dna noryB .L                   ]05
                                                                                                          He is a member2ofnIEEE-HKN. devieprobablyecnarF
                                                                                                                        600     i .D.hP sih He cer eH .                                         retupmoC dna noitazilausiV no snoitcasnarT EEEI ”,scitehtsea &
[46]   S. S. Joslin, R. A. Brown, and P. Drennan, “The gameplay visu-                                     plays too many video hceT fo ytisrevinU sremlahC morf
                                                                                                                        ni ygolon games.                                                                             .8002 ,2521–5421 .pp ,6 .on ,41 .lov ,scihparG
       alization manifesto: a framework for logging and visualization                                                     eht fo rebmem a si eH .nedewS ,grobetoG   ¨                           ehT ”,snwod dna spu s’nosaes eht cimim sremaG“ ,ylaeuQ .K                ]15
       of online gameplay data,” Computers in Entertainment, vol. 5,                                                      rehtona nI .yteicoS retupmoC eht dna EEEI                                                                     .1102 .beF ,semiT kroY weN
       2007.                                                                                                              ni thgink ro ,nissassa ,draziw a si eh ,efil                          noitamrofni eht fo erutcurts ehT“ ,yalnikcaM .J dna draC .K .S           ]25
                                                                                                                              .ycnaf sih sekat yltnerruc emag revetahw                          -opmyS EEEI eht fo sgnideecorP ni ”,ecaps ngised noitazilausiv
[47]   B. Medler, “Player dossiers: Analyzing gameplay data as a re-
                                                                                                                                                                                                                .99–29 .pp ,7991 ,noitazilausiV noitamrofnI no muis
       ward,” International Journal of Computer Game Research, vol. 11,                                                                                                                         seL - xuaeser seL - semmargaid seL :euqihparg eigoloimeS ,nitreB .J
                                                                                                                                                                                                            ´                                             ´              ]35
       no. 1, Feb. 2011.                                                                                                                                                                                                                 .7691 ,ecnarF ,siraP ,setrac
[48]   N. Diakopoulos, F. Kivran-Swaine, and M. Naaman, “Playable                                                                                                                               nrettaP A ,nietsrevliS .M dna ,awakahsI .S ,rednaxelA .C                 ]45
       data: Characterizing the design space of game-y infographics,”                                                  rosseforP etaicossa na si ylleK-nuknaJ .J.T                              drofxO :kroY weN .noitcurtsnoC ,sgnidliuB ,snwoT :egaugnaL
                                                                                                                       nihtiw gnireenigne dna ecneics retupmoc fo                                                                           .7791 ,sserP ytisrevinU
       in Proceedings of the ACM Conference on Human Factors in
       Computing Systems, 2011.                                                                           Niklas Elmqvist fo eanlloassistant ht roW semaJ eht
                                                                                                                       -nE is ge C yelgaB professor                                                              ./moc.aminihcam.www//:ptth ,moc.aminihcaM               ]55
                                                                                                                       ,SM ,ytisrevinU etatS ippississiM ,gnireenig
[49]   T. Northcutt, “Leaderboards can suck it! five better ideas for                                      in the SchoolceofetElectricala and hComputer .ASU
                                                                                                                       - sr ni eht ta t seil craeser siH
                                                                                                          Engineering atoitPurdue nUniversityna cfiiWest fo noit
                                                                                                                       .n azilausiv oitamrofni d in tneics
       visualizing game data,” in Proceedings of the Game Developers
                                                                                                          Lafayette, IN,o USA. inU ehwas rf previously viacer eH                                                                             SELPMAXE EMA
       Conference, 2010.                                                                                               f ytisrev He t mo DhP sih de e
[50]   L. Byron and M. Wattenberg, “Stacked graphs - geometry                                             postdoctoral rebmem a si data INRIAi ,sivaD ,ainrofilaC
                                                                                                                       researcher n 3002 n in Paris,                                                             .9891 ,dnubredørB .ytiCmiS ,erawtfoS sixaM ]65
                                                                                                          France. He ,receivedteicoS retupmoCinht 2006 EEI fo
                                                                                                                        oot ,eH .y his Ph.D. e dna E                                                       .0102 ,noisivitcA .spO kcalB :ytuD fo llaC ,hcrayerT ]75
Call of Duty: Black Ops—50k
Angry Birds—200,000 yrs of
Mass Effect
3
Every game you play is a source of data
World of Warcraft
2004
COD: Black Ops
2010
SimCity
1989
Framework of Vis in
Games
Framework of Vis in   Design Patterns in
Games                 Games
Framework of Vis in   Design Patterns in
Games                 Games
The Vis in Games
  Framework
Primary Purpose



Target Audience



Temporal Usage



Visual Complexity


Immersion/
Integration
Primary Purpose



Target Audience



Temporal Usage



Visual Complexity


Immersion/
Integration
Temporal Usage
Continuous




                 SimCity
                 4
Temporal Usage
Intermittent




                 Civ 5
Temporal Usage
Retrospective




                                Halo:
                 Player Kills   Reach
Temporal Usage
Retrospective




                 Player Deaths   Halo:
                                 Reach
Temporal Usage
Retrospective




                 Kills - Deaths   Halo:
                                  Reach
Temporal Usage
Prospective




                 XCOM: EU
Design Patterns for
  Vis in Gaming
Heads-Up Display




                                                             Dragon Age
                                                             2
Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou
Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
Heads-Up Display




                                                                 Doom
                                                                 2
Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou
Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
Heads-Up Display




                                                              Angry
                                                              Birds
Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou
Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
Heads-Up Display




Mirrors
Edge
   Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou
   Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
Data in Time




Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal
Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
Data in Time


             Starcraft




Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal
Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
Data in Time


             Starcraft




                                               Civilization 3
Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal
Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
Data in Time


              Starcraft



COD:
BlOps

                                                Civilization 3
 Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal
 Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
Implications
Benefits for Gaming
Benefits for Gaming
Benefits for Gaming
Benefits for Gaming
Benefits for Vis Research
Benefits for Vis Research
Benefits for Vis Research
Benefits for Vis Research
“Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010.
   aculty/healey/NFL viz/, 2008.                         [61] Maxis, Spore. Electronic Arts, 2008.
nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003.
  rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.
09, pp. 202–209.                                         [64] Blizzard, World of Warcraft. Blizzard, 2004.
   ttp://www.mochibot.com/.                              [65] Valve Corporation, Steam. Valve Corporation, 2003.
   atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010.
 atistics.                                               [67] EA Canada, FIFA 10. EA Sports, 2009.
http://playtomic.com/.                                   [68] Treyarch, Call of Duty: World at War. Activision, 2008.
  ocial analytics,” http://www.kontagent.com/.           [69] MicroProse, Civilization. MicroProse, 1991.
  V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001.
  AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012                                                      14
  on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989.
  ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991.
  eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992.
 otball games,” http://www.
 Systems, 2008, pp. 443–452.         [60] ——, Mass Effect 2. ——, Doom. Arts, 2010.
                                                         [74]    Electronic id Software, 1993.




                                    Toward Visualization for
  ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992.
      viz/, 2008.                    [61] 2010, Spore. Electronic Arts, 2008.
   metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994.
wards gameplay analysis via                              [76] Blizzard, Warcraft: Orcs & Activision, 2003.
  logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011.
    of the International MindTrek    [63] Visceral in [77] ——, StarCraft. Blizzard, 1998.
  the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010.
                                     [64]                [78] ——, StarCraft II: Wings
  , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010.
 ot.com/.                             “Spore API: ac- [79] Steam. Valve Corporation, S2
  ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001.
  ng,” http://nonoba.com/            [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010.
                                     [67] EA Canada, FIFA 10. EA Sports, 2009.
                                                         [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
 m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003.
  Spore                              [68] Treyarch, Call of Duty: World at EVE Activision, 2008.
 d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010.
p://www.kontagent.com/.              [69] computer [83] EA Tiburon, Madden NFL




                                    Games:
   B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992.
   ing action for J. Pagulayan,      [70] Firaxis Games, Civilization III. Infogrames, 2001.
  methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010.
   of user experience (TRUE):        [71] Bullfrog, Populous. Electronic Arts, 1989.
     Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996.
      solution Games, 2003, sys-     [72]                 II: id Software, Quake. GT Interactive,
G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011.
 Conference on Human Factors         [73] id Software, [87] Bioware, Apogee Software, 1992.
                                     [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001.
43–452. in multi-user virtual environments,” in id Software, 1993.
ehaviors
    the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
  ofiling system,” 2010, http:        [75] Westwood       [89] Dune II: Battle for Arrakis. Virgin, 1992.
 etry.htm.                           [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010.
                                                         [90] DICE, Humans. Blizzard, 1994.
 ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007.
   . Ranon, and L. seas,” in         [77] ——, visu- [91] Nintendo, Wii




                                    Theory, Design Space, and
     for analyzing navigation in virtual environ-
   Conference, 2007.                 [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.
M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010.
 Transactions “Spore API: ac-        [79] S2 Games,
 er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001.
   . creativity,” in SIGGRAPH        [80]
  s and K. Iizuka, “Visualization[81]online-game
                                      of ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
    on their action behaviors,”
/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003.
                                     [82] CCP Games,                              Brian Bowman is a senior undergraduate
  ion Technology, 2008.
 amessummary for computer            [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue
                                                                                  student in
  s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will
ator modes and summaries,”           [84] MicroProse,                                 MicroProse, 1992.
    clustering of online-game players,” International
Conference on Application and        [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012.
                                                                                  be graduating from Purdue
ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably
003, pp. 124–132.                    [86] id                                       1996.
  A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011.
    M. Agrawala, “Visualizing         gameplay visu-                              plays too many video games.

                                    Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly
  er virtual environments,” in and visualization
  festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001.
 eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
      on Visualization, 2004, pp.    [89] Infinity 5,
                                     [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010.
 ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007.
  ronutti, “VU-Flow: A visu-         [91] Nintendo,
  igation in virtual environ- Research, vol. 11,
  tional Journal of Computer Game
11.lization and Computer Graph-
os, F. Kivran-Swaine, and M. Naaman, “Playable
 Nov./Dec. 2006.
  rizing the design space of game-y infographics,”
Visualization of online-game
  aviors,” ACM Conference on Human Factors in
     of the International Journal
                                                              Brian Bowman is Niklas Elmqvist is an assistant professor
                                                                                    a senior undergraduate
   tems, 2011.
  8.
 “Leaderboards “Detection of                                  student in Computer Engineering at Purdue
                                                                                  in the School of Electrical and Computer
  d K.-T. Chen, can suck it! five better ideas for             University in West Lafayette, IN, USA. He willUniversity in West
                                                                                  Engineering at Purdue
  me data,” in Proceedings of
 -game players,” Internationalthe Game Developers
10.3, pp. 11–16, 2007.                                        be graduating fromLafayette,inIN, USA. He was previously a
                                                                                     Purdue    Spring 2012.
o.                                                            He is a member ofpostdoctoral He probablyat INRIA in Paris,
                                                                                    IEEE-HKN. researcher
     M. Wattenberg, “Stacked graphs - geometry
  ennan, “The gameplay visu-
    IEEE Transactions on Visualization and Computer           plays too many video games.
                                                                                  France. He received his Ph.D. in 2006
  or logging and visualization                                                    from Chalmers University of Technology in
 14, no. Entertainment, vol. 5,
  ters in   6, pp. 1245–1252, 2008.
  amers mimic the season’s ups and downs,” The                                       ¨
                                                                                  Goteborg, Sweden. He is a member of the
   s, Feb. 2011.                                                                  IEEE and the Computer Society. In another
   zing gameplay data as a re-                                                    life, he is a wizard, assassin, or knight in
dputer Game Research,structure of the information
     J. Mackinlay, “The vol. 11,
design space,” in Proceedings of the IEEE Sympo-                                  whatever game currently takes his fancy.
,ation M. Naaman, “Playable 92–99.
  and Visualization, 1997, pp.
ologie graphique: Les diagrammes - Les r´seaux - Les
ace of game-y infographics,”            e
rance, on Human Factors in
 rence  1967.
   S. Ishakawa, and M. Silverstein, A Pattern              Niklas Elmqvist is an assistant professor
ns, Buildings,better ideas for New York: Oxford                              T.J. Jankun-Kelly is an associate Professor
                                                           in the School of Electrical and Computer
suck it! five Construction.
 ss, 1977.
dings of the Game Developers                               Engineering at Purdue University in West engineering within
                                                                             of computer science and
m, http://www.machinima.com/.                              Lafayette, IN, USA. He was previously a College of En-
                                                                             the James Worth Bagley
                                                                             gineering, Mississippi State University, MS,
                                                           postdoctoral researcher at INRIA in Paris,
Stacked graphs - geometry
n Visualization and Computer                               France. He received his Ph.D. in 2006at at the intersec-
                                                                             USA. His research lies
“Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010.
   aculty/healey/NFL viz/, 2008.                         [61] Maxis, Spore. Electronic Arts, 2008.
nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003.
  rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011.
09, pp. 202–209.                                         [64] Blizzard, World of Warcraft. Blizzard, 2004.
   ttp://www.mochibot.com/.                              [65] Valve Corporation, Steam. Valve Corporation, 2003.
   atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010.
 atistics.                                               [67] EA Canada, FIFA 10. EA Sports, 2009.
http://playtomic.com/.                                   [68] Treyarch, Call of Duty: World at War. Activision, 2008.
  ocial analytics,” http://www.kontagent.com/.           [69] MicroProse, Civilization. MicroProse, 1991.
  V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001.
  AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012                                                      14
  on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989.
  ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991.
  eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992.
 otball games,” http://www.
 Systems, 2008, pp. 443–452.         [60] ——, Mass Effect 2. ——, Doom. Arts, 2010.
                                                         [74]    Electronic id Software, 1993.




                                    Toward Visualization for
  ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992.
      viz/, 2008.                    [61] 2010, Spore. Electronic Arts, 2008.
   metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994.
wards gameplay analysis via                              [76] Blizzard, Warcraft: Orcs & Activision, 2003.
  logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011.
    of the International MindTrek    [63] Visceral in [77] ——, StarCraft. Blizzard, 1998.
  the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010.
                                     [64]                [78] ——, StarCraft II: Wings
  , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010.
 ot.com/.                             “Spore API: ac- [79] Steam. Valve Corporation, S2
  ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001.
  ng,” http://nonoba.com/            [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010.
                                     [67] EA Canada, FIFA 10. EA Sports, 2009.
                                                         [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
 m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003.
  Spore                              [68] Treyarch, Call of Duty: World at EVE Activision, 2008.
 d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010.
p://www.kontagent.com/.              [69] computer [83] EA Tiburon, Madden NFL




                                    Games:
   B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992.
   ing action for J. Pagulayan,      [70] Firaxis Games, Civilization III. Infogrames, 2001.
  methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010.
   of user experience (TRUE):        [71] Bullfrog, Populous. Electronic Arts, 1989.
     Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996.
      solution Games, 2003, sys-     [72]                 II: id Software, Quake. GT Interactive,
G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011.
 Conference on Human Factors         [73] id Software, [87] Bioware, Apogee Software, 1992.
                                     [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001.
43–452. in multi-user virtual environments,” in id Software, 1993.
ehaviors
    the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
  ofiling system,” 2010, http:        [75] Westwood       [89] Dune II: Battle for Arrakis. Virgin, 1992.
 etry.htm.                           [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010.
                                                         [90] DICE, Humans. Blizzard, 1994.
 ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007.
   . Ranon, and L. seas,” in         [77] ——, visu- [91] Nintendo, Wii




                                    Theory, Design Space, and
     for analyzing navigation in virtual environ-
   Conference, 2007.                 [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010.
M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010.
 Transactions “Spore API: ac-        [79] S2 Games,
 er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001.
   . creativity,” in SIGGRAPH        [80]
  s and K. Iizuka, “Visualization[81]online-game
                                      of ——, Warhammer Online: Age of Reckoning. EA Games, 2008.
    on their action behaviors,”
/thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003.
                                     [82] CCP Games,                              Brian Bowman is a senior undergraduate
  ion Technology, 2008.
 amessummary for computer            [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue
                                                                                  student in
  s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will
ator modes and summaries,”           [84] MicroProse,                                 MicroProse, 1992.
    clustering of online-game players,” International
Conference on Application and        [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012.
                                                                                  be graduating from Purdue
ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably
003, pp. 124–132.                    [86] id                                       1996.
  A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011.
    M. Agrawala, “Visualizing         gameplay visu-                              plays too many video games.

                                    Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly
  er virtual environments,” in and visualization
  festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001.
 eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009.
      on Visualization, 2004, pp.    [89] Infinity 5,
                                     [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010.
 ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007.
  ronutti, “VU-Flow: A visu-         [91] Nintendo,
  igation in virtual environ- Research, vol. 11,
  tional Journal of Computer Game
11.lization and Computer Graph-
os, F. Kivran-Swaine, and M. Naaman, “Playable
 Nov./Dec. 2006.
  rizing the design space of game-y infographics,”
Visualization of online-game
  aviors,” ACM Conference on Human Factors in
     of the International Journal
                                                              Brian Bowman is Niklas Elmqvist is an assistant professor
                                                                                    a senior undergraduate
   tems, 2011.
  8.
 “Leaderboards “Detection of                                  student in Computer Engineering at Purdue
                                                                                  in the School of Electrical and Computer
  d K.-T. Chen, can suck it! five better ideas for             University in West Lafayette, IN, USA. He willUniversity in West
                                                                                  Engineering at Purdue
  me data,” in Proceedings of
 -game players,” Internationalthe Game Developers
10.3, pp. 11–16, 2007.                                        be graduating fromLafayette,inIN, USA. He was previously a
                                                                                     Purdue    Spring 2012.
o.                                                            He is a member ofpostdoctoral He probablyat INRIA in Paris,
                                                                                    IEEE-HKN. researcher
     M. Wattenberg, “Stacked graphs - geometry
  ennan, “The gameplay visu-
    IEEE Transactions on Visualization and Computer           plays too many video games.
                                                                                  France. He received his Ph.D. in 2006
  or logging and visualization                                                    from Chalmers University of Technology in
 14, no. Entertainment, vol. 5,
  ters in   6, pp. 1245–1252, 2008.
  amers mimic the season’s ups and downs,” The                                       ¨
                                                                                  Goteborg, Sweden. He is a member of the
   s, Feb. 2011.                                                                  IEEE and the Computer Society. In another
   zing gameplay data as a re-                                                    life, he is a wizard, assassin, or knight in
dputer Game Research,structure of the information
     J. Mackinlay, “The vol. 11,
                                                                                  whatever game currently takes his fancy.
design space,” in Proceedings of the IEEE Sympo-
,ation M. Naaman, “Playable 92–99.
  and Visualization, 1997, pp.
ologie graphique: Les diagrammes - Les r´seaux - Les
                                        e
                                                                                                                                 Watched a (fun) talk!
ace of game-y infographics,”
rance, on Human Factors in
 rence  1967.
   S. Ishakawa, and M. Silverstein, A Pattern              Niklas Elmqvist is an assistant professor
ns, Buildings,better ideas for New York: Oxford                              T.J. Jankun-Kelly is an associate Professor
                                                           in the School of Electrical and Computer
suck it! five Construction.
 ss, 1977.
dings of the Game Developers                               Engineering at Purdue University in West engineering within
                                                                             of computer science and
m, http://www.machinima.com/.                              Lafayette, IN, USA. He was previously a College of En-
                                                                             the James Worth Bagley
                                                                             gineering, Mississippi State University, MS,
                                                           postdoctoral researcher at INRIA in Paris,
Stacked graphs - geometry
n Visualization and Computer                               France. He received his Ph.D. in 2006at at the intersec-
                                                                             USA. His research lies

More Related Content

Viewers also liked

PolyChrome: A Cross-Device Framework for Collaborative Web Visualization
PolyChrome: A Cross-Device Framework for Collaborative Web VisualizationPolyChrome: A Cross-Device Framework for Collaborative Web Visualization
PolyChrome: A Cross-Device Framework for Collaborative Web VisualizationNiklas Elmqvist
 
Tracing and Sketching Performance using Blunt-tipped Styli on Direct-Touch ...
Tracing and Sketching Performance  using Blunt-tipped Styli on  Direct-Touch ...Tracing and Sketching Performance  using Blunt-tipped Styli on  Direct-Touch ...
Tracing and Sketching Performance using Blunt-tipped Styli on Direct-Touch ...Niklas Elmqvist
 
Munin: A Peer-to-Peer Middleware for Ubiquitous Analytics and Visualization S...
Munin: A Peer-to-Peer Middleware forUbiquitous Analytics and Visualization S...Munin: A Peer-to-Peer Middleware forUbiquitous Analytics and Visualization S...
Munin: A Peer-to-Peer Middleware for Ubiquitous Analytics and Visualization S...Niklas Elmqvist
 
skWiki: A Multimedia Sketching System for Collaborative Creativity
skWiki: A Multimedia Sketching System for Collaborative CreativityskWiki: A Multimedia Sketching System for Collaborative Creativity
skWiki: A Multimedia Sketching System for Collaborative CreativityNiklas Elmqvist
 
ExPlates: Spatializing Interactive Analysis to Scaffold Visual Exploration
ExPlates: Spatializing Interactive Analysis to Scaffold Visual ExplorationExPlates: Spatializing Interactive Analysis to Scaffold Visual Exploration
ExPlates: Spatializing Interactive Analysis to Scaffold Visual ExplorationNiklas Elmqvist
 
Automatic Typographic Maps
Automatic Typographic MapsAutomatic Typographic Maps
Automatic Typographic MapsNiklas Elmqvist
 
VASA: Visual Analytics for Simulation-based Action
VASA: Visual Analytics for Simulation-based ActionVASA: Visual Analytics for Simulation-based Action
VASA: Visual Analytics for Simulation-based ActionNiklas Elmqvist
 

Viewers also liked (7)

PolyChrome: A Cross-Device Framework for Collaborative Web Visualization
PolyChrome: A Cross-Device Framework for Collaborative Web VisualizationPolyChrome: A Cross-Device Framework for Collaborative Web Visualization
PolyChrome: A Cross-Device Framework for Collaborative Web Visualization
 
Tracing and Sketching Performance using Blunt-tipped Styli on Direct-Touch ...
Tracing and Sketching Performance  using Blunt-tipped Styli on  Direct-Touch ...Tracing and Sketching Performance  using Blunt-tipped Styli on  Direct-Touch ...
Tracing and Sketching Performance using Blunt-tipped Styli on Direct-Touch ...
 
Munin: A Peer-to-Peer Middleware for Ubiquitous Analytics and Visualization S...
Munin: A Peer-to-Peer Middleware forUbiquitous Analytics and Visualization S...Munin: A Peer-to-Peer Middleware forUbiquitous Analytics and Visualization S...
Munin: A Peer-to-Peer Middleware for Ubiquitous Analytics and Visualization S...
 
skWiki: A Multimedia Sketching System for Collaborative Creativity
skWiki: A Multimedia Sketching System for Collaborative CreativityskWiki: A Multimedia Sketching System for Collaborative Creativity
skWiki: A Multimedia Sketching System for Collaborative Creativity
 
ExPlates: Spatializing Interactive Analysis to Scaffold Visual Exploration
ExPlates: Spatializing Interactive Analysis to Scaffold Visual ExplorationExPlates: Spatializing Interactive Analysis to Scaffold Visual Exploration
ExPlates: Spatializing Interactive Analysis to Scaffold Visual Exploration
 
Automatic Typographic Maps
Automatic Typographic MapsAutomatic Typographic Maps
Automatic Typographic Maps
 
VASA: Visual Analytics for Simulation-based Action
VASA: Visual Analytics for Simulation-based ActionVASA: Visual Analytics for Simulation-based Action
VASA: Visual Analytics for Simulation-based Action
 

Similar to Toward Visualization for Games

Future of games iste ven gsn calongne keynote
Future of games iste ven gsn calongne keynoteFuture of games iste ven gsn calongne keynote
Future of games iste ven gsn calongne keynoteCynthia Calongne
 
Tipsy tree
Tipsy treeTipsy tree
Tipsy treestevo25
 
Serious games for upper limb rehabilitation following stroke
Serious games for upper limb rehabilitation following strokeSerious games for upper limb rehabilitation following stroke
Serious games for upper limb rehabilitation following strokeJames Burke
 
Game UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceGame UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceSven Charleer
 
VR Entertainment goes to XR metaverse
VR Entertainment goes to XR metaverseVR Entertainment goes to XR metaverse
VR Entertainment goes to XR metaverseGREE VR Studio Lab
 
Involving people in Citizen Science through game incentives: the case of the ...
Involving people in Citizen Science through game incentives: the case of the ...Involving people in Citizen Science through game incentives: the case of the ...
Involving people in Citizen Science through game incentives: the case of the ...Irene Celino
 
AIES 2021 Keynote lecture
AIES 2021 Keynote lecture AIES 2021 Keynote lecture
AIES 2021 Keynote lecture Youichiro Miyake
 
Game Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesGame Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesJay Crossler
 
Serious Games: Serious Learning, National School Boards Association, New Orle...
Serious Games: Serious Learning, National School Boards Association, New Orle...Serious Games: Serious Learning, National School Boards Association, New Orle...
Serious Games: Serious Learning, National School Boards Association, New Orle...Jim "Brodie" Brazell
 
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...DevGAMM Conference
 
Overview of Computer Games
Overview of Computer GamesOverview of Computer Games
Overview of Computer GamesVaruna Harshana
 
Life and Work of Ivan Sutherland | Turing100@Persistent
Life and Work of Ivan Sutherland | Turing100@PersistentLife and Work of Ivan Sutherland | Turing100@Persistent
Life and Work of Ivan Sutherland | Turing100@PersistentPersistent Systems Ltd.
 
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...Games for Change
 

Similar to Toward Visualization for Games (20)

R.A.W - THE GAME
R.A.W - THE GAMER.A.W - THE GAME
R.A.W - THE GAME
 
Video Game Report
Video Game ReportVideo Game Report
Video Game Report
 
Game Researches
Game ResearchesGame Researches
Game Researches
 
Future of games iste ven gsn calongne keynote
Future of games iste ven gsn calongne keynoteFuture of games iste ven gsn calongne keynote
Future of games iste ven gsn calongne keynote
 
CV Chaima Jemmali
CV Chaima JemmaliCV Chaima Jemmali
CV Chaima Jemmali
 
Gabe Newell Keynote Talk
Gabe Newell Keynote TalkGabe Newell Keynote Talk
Gabe Newell Keynote Talk
 
Draft of work group
Draft of work groupDraft of work group
Draft of work group
 
Tipsy tree
Tipsy treeTipsy tree
Tipsy tree
 
Serious games for upper limb rehabilitation following stroke
Serious games for upper limb rehabilitation following strokeSerious games for upper limb rehabilitation following stroke
Serious games for upper limb rehabilitation following stroke
 
Game UX Summit - Designing for the Audience
Game UX Summit - Designing for the AudienceGame UX Summit - Designing for the Audience
Game UX Summit - Designing for the Audience
 
VR Entertainment goes to XR metaverse
VR Entertainment goes to XR metaverseVR Entertainment goes to XR metaverse
VR Entertainment goes to XR metaverse
 
Involving people in Citizen Science through game incentives: the case of the ...
Involving people in Citizen Science through game incentives: the case of the ...Involving people in Citizen Science through game incentives: the case of the ...
Involving people in Citizen Science through game incentives: the case of the ...
 
AIES 2021 Keynote lecture
AIES 2021 Keynote lecture AIES 2021 Keynote lecture
AIES 2021 Keynote lecture
 
Game Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game EnginesGame Design 1 - Intro and Game Engines
Game Design 1 - Intro and Game Engines
 
Serious Games: Serious Learning, National School Boards Association, New Orle...
Serious Games: Serious Learning, National School Boards Association, New Orle...Serious Games: Serious Learning, National School Boards Association, New Orle...
Serious Games: Serious Learning, National School Boards Association, New Orle...
 
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...
Haptivism. Technics of the Body in Computer Games / Alina Latypova & Alexande...
 
Overview of Computer Games
Overview of Computer GamesOverview of Computer Games
Overview of Computer Games
 
Life and Work of Ivan Sutherland | Turing100@Persistent
Life and Work of Ivan Sutherland | Turing100@PersistentLife and Work of Ivan Sutherland | Turing100@Persistent
Life and Work of Ivan Sutherland | Turing100@Persistent
 
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...
#G4C12: USS Rivet City: Lessons Learning from Modding Fallout 3 for Serious G...
 
5th world sxsw
5th world sxsw5th world sxsw
5th world sxsw
 

More from Niklas Elmqvist

PolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces
PolyZoom: Multiscale and Multifocus Exploration in 2D Visual SpacesPolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces
PolyZoom: Multiscale and Multifocus Exploration in 2D Visual SpacesNiklas Elmqvist
 
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...Niklas Elmqvist
 
Static Spatial Graph Features
Static Spatial Graph FeaturesStatic Spatial Graph Features
Static Spatial Graph FeaturesNiklas Elmqvist
 
Dynamic Insets for Context-Aware Graph Navigation
Dynamic Insets for Context-Aware Graph NavigationDynamic Insets for Context-Aware Graph Navigation
Dynamic Insets for Context-Aware Graph NavigationNiklas Elmqvist
 
Temporal Distortion for Animated Transitions
Temporal Distortion for Animated TransitionsTemporal Distortion for Animated Transitions
Temporal Distortion for Animated TransitionsNiklas Elmqvist
 
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...Niklas Elmqvist
 
Graphical Perception of Multiple Time Series
Graphical Perception of Multiple Time SeriesGraphical Perception of Multiple Time Series
Graphical Perception of Multiple Time SeriesNiklas Elmqvist
 
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...Niklas Elmqvist
 
GraphDice: A System for Exploring Multivariate Social Networks
GraphDice: A System for Exploring Multivariate Social NetworksGraphDice: A System for Exploring Multivariate Social Networks
GraphDice: A System for Exploring Multivariate Social NetworksNiklas Elmqvist
 
Stack Zooming for Multi-Focus Interaction in Time-Series Data Visualization
Stack Zooming for Multi-Focus Interaction in Time-Series Data VisualizationStack Zooming for Multi-Focus Interaction in Time-Series Data Visualization
Stack Zooming for Multi-Focus Interaction in Time-Series Data VisualizationNiklas Elmqvist
 
Towards Utilizing GPUs in Information Visualization
Towards Utilizing GPUs in Information VisualizationTowards Utilizing GPUs in Information Visualization
Towards Utilizing GPUs in Information VisualizationNiklas Elmqvist
 
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...Niklas Elmqvist
 
Melange: Space Folding for Multi-Focus Interaction
Melange: Space Folding for Multi-Focus InteractionMelange: Space Folding for Multi-Focus Interaction
Melange: Space Folding for Multi-Focus InteractionNiklas Elmqvist
 
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...Niklas Elmqvist
 

More from Niklas Elmqvist (15)

Gravity Navigation
Gravity NavigationGravity Navigation
Gravity Navigation
 
PolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces
PolyZoom: Multiscale and Multifocus Exploration in 2D Visual SpacesPolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces
PolyZoom: Multiscale and Multifocus Exploration in 2D Visual Spaces
 
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...
Applying Mobile Device Soft Keyboards to Collaborative Multitouch Tabletop Di...
 
Static Spatial Graph Features
Static Spatial Graph FeaturesStatic Spatial Graph Features
Static Spatial Graph Features
 
Dynamic Insets for Context-Aware Graph Navigation
Dynamic Insets for Context-Aware Graph NavigationDynamic Insets for Context-Aware Graph Navigation
Dynamic Insets for Context-Aware Graph Navigation
 
Temporal Distortion for Animated Transitions
Temporal Distortion for Animated TransitionsTemporal Distortion for Animated Transitions
Temporal Distortion for Animated Transitions
 
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...
Hugin: A Framework for Awareness and Coordination in Mixed-Presence Collabora...
 
Graphical Perception of Multiple Time Series
Graphical Perception of Multiple Time SeriesGraphical Perception of Multiple Time Series
Graphical Perception of Multiple Time Series
 
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...
Employing Dynamic Transparency for 3D Occlusion Management: Design Issues and...
 
GraphDice: A System for Exploring Multivariate Social Networks
GraphDice: A System for Exploring Multivariate Social NetworksGraphDice: A System for Exploring Multivariate Social Networks
GraphDice: A System for Exploring Multivariate Social Networks
 
Stack Zooming for Multi-Focus Interaction in Time-Series Data Visualization
Stack Zooming for Multi-Focus Interaction in Time-Series Data VisualizationStack Zooming for Multi-Focus Interaction in Time-Series Data Visualization
Stack Zooming for Multi-Focus Interaction in Time-Series Data Visualization
 
Towards Utilizing GPUs in Information Visualization
Towards Utilizing GPUs in Information VisualizationTowards Utilizing GPUs in Information Visualization
Towards Utilizing GPUs in Information Visualization
 
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
Evaluating Motion Constraints for 3D Wayfinding in Immersive and Desktop Virt...
 
Melange: Space Folding for Multi-Focus Interaction
Melange: Space Folding for Multi-Focus InteractionMelange: Space Folding for Multi-Focus Interaction
Melange: Space Folding for Multi-Focus Interaction
 
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...
Rolling the Dice: Multidimensional Visual Exploration using Scatterplot Matri...
 

Recently uploaded

Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...Neo4j
 
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024The Digital Insurer
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilV3cube
 
Injustice - Developers Among Us (SciFiDevCon 2024)
Injustice - Developers Among Us (SciFiDevCon 2024)Injustice - Developers Among Us (SciFiDevCon 2024)
Injustice - Developers Among Us (SciFiDevCon 2024)Allon Mureinik
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Drew Madelung
 
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreterPresentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreternaman860154
 
Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountBreaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountPuma Security, LLC
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxKatpro Technologies
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024The Digital Insurer
 
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsTop 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsRoshan Dwivedi
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxMalak Abu Hammad
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking MenDelhi Call girls
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfEnterprise Knowledge
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slidevu2urc
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityPrincipled Technologies
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationRadu Cotescu
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptxHampshireHUG
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesSinan KOZAK
 

Recently uploaded (20)

Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...Workshop - Best of Both Worlds_ Combine  KG and Vector search for  enhanced R...
Workshop - Best of Both Worlds_ Combine KG and Vector search for enhanced R...
 
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024
 
Developing An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of BrazilDeveloping An App To Navigate The Roads of Brazil
Developing An App To Navigate The Roads of Brazil
 
Injustice - Developers Among Us (SciFiDevCon 2024)
Injustice - Developers Among Us (SciFiDevCon 2024)Injustice - Developers Among Us (SciFiDevCon 2024)
Injustice - Developers Among Us (SciFiDevCon 2024)
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
Presentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreterPresentation on how to chat with PDF using ChatGPT code interpreter
Presentation on how to chat with PDF using ChatGPT code interpreter
 
Breaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path MountBreaking the Kubernetes Kill Chain: Host Path Mount
Breaking the Kubernetes Kill Chain: Host Path Mount
 
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptxFactors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
 
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
 
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live StreamsTop 5 Benefits OF Using Muvi Live Paywall For Live Streams
Top 5 Benefits OF Using Muvi Live Paywall For Live Streams
 
The Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptxThe Codex of Business Writing Software for Real-World Solutions 2.pptx
The Codex of Business Writing Software for Real-World Solutions 2.pptx
 
08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men08448380779 Call Girls In Civil Lines Women Seeking Men
08448380779 Call Girls In Civil Lines Women Seeking Men
 
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdfThe Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
 
Histor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slideHistor y of HAM Radio presentation slide
Histor y of HAM Radio presentation slide
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
Boost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivityBoost PC performance: How more available memory can improve productivity
Boost PC performance: How more available memory can improve productivity
 
Scaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organizationScaling API-first – The story of a global engineering organization
Scaling API-first – The story of a global engineering organization
 
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
 
Unblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen FramesUnblocking The Main Thread Solving ANRs and Frozen Frames
Unblocking The Main Thread Solving ANRs and Frozen Frames
 

Toward Visualization for Games

  • 1. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008. nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011. 09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009. http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991. eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992. otball games,” http://www. Systems, 2008, pp. 443–452. [60] ——, Mass Effect 2. ——, Doom. Arts, 2010. [74] Electronic id Software, 1993. Toward Visualization for ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992. viz/, 2008. [61] 2010, Spore. Electronic Arts, 2008. metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994. wards gameplay analysis via [76] Blizzard, Warcraft: Orcs & Activision, 2003. logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011. of the International MindTrek [63] Visceral in [77] ——, StarCraft. Blizzard, 1998. the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010. [64] [78] ——, StarCraft II: Wings , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010. ot.com/. “Spore API: ac- [79] Steam. Valve Corporation, S2 ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001. ng,” http://nonoba.com/ [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010. [67] EA Canada, FIFA 10. EA Sports, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003. Spore [68] Treyarch, Call of Duty: World at EVE Activision, 2008. d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010. p://www.kontagent.com/. [69] computer [83] EA Tiburon, Madden NFL Games: B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992. ing action for J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. of user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996. solution Games, 2003, sys- [72] II: id Software, Quake. GT Interactive, G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011. Conference on Human Factors [73] id Software, [87] Bioware, Apogee Software, 1992. [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001. 43–452. in multi-user virtual environments,” in id Software, 1993. ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010. M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,” /thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will ator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdue ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably 003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game 11.lization and Computer Graph- os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,” Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers 10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012. o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight in dputer Game Research,structure of the information J. Mackinlay, “The vol. 11, design space,” in Proceedings of the IEEE Sympo- whatever game currently takes his fancy. ,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp. ologie graphique: Les diagrammes - Les r´seaux - Les ace of game-y infographics,” e rance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professor ns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computer suck it! five Construction. ss, 1977. dings of the Game Developers Engineering at Purdue University in West engineering within of computer science and m, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris, Stacked graphs - geometry n Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies
  • 2.
  • 3.
  • 4.
  • 5. 41 2102 HTNOM ,Y .ON ,XX .LOV ,SCIHPARG RETUPMOC DNA NOITAZILAUSIV NO SNOITCASNART EEE .0102 ,strA cinortcelE .2 tceffE ssaM ,—— ]06[ .www//:ptth ”,semag llabtoof LFN gnizilausiV“ ,yelaeH .G .C ]03 .8002 ,strA cinortcelE .eropS ,sixaM ]16[ .8002 ,/ziv LFN/yelaeh/ytlucaf/ude.uscn.csc .3002 ,noisivitcA .yrotirreT ymenE :nietsnefloW ,egamaD hsalpS ]26[ aiv sisylana yalpemag sdrawoT“ ,assonaC .A dna nehcarD .A ]13 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 .1102 ,strA cinortcelE .2 ecapS daeD ,semaG larecsiV ]36[ kerTdniM lanoitanretnI eht fo sgnideecorP ni ”,scirtem yalpemag .4002 ,drazzilB .tfarcraW fo dlroW ,drazzilB ]46[ .902–202 .pp ,9002 ,ecnerefnoC .3002 ,noitaroproC evlaV .maetS ,noitaroproC evlaV ]56[ ./moc.tobihcom.www//:ptth ”,tobihcoM“ ]23 .0102 ,soidutS emaG tfosorciM .hcaeR :olaH ,.cnI ,eignuB ]66[ /moc.abonon//:ptth ”,gnikcart & scitsitatS :abonoN“ ]33 [30] C. G. Healey, “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. .9002 ,stropS AE .01 AFIF ,adanaC AE ]76[ .scitsitats/srepoleved csc.ncsu.edu/faculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008. .8002 ,noisivitcA .raW ta dlroW :ytuD fo llaC ,hcrayerT ]86[ ./moc.cimotyalp//:ptth ”,cimotyalP“ ]43 [31] A. Drachen and A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision,orciM .noitaziliviC ,esorPorciM .1991 ,esorP 2003. ]96[ ./moc.tnegatnok.www//:ptth ”,scitylana laicoS :tnegatnoK“ ]53 gameplay metrics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic1002 ,semargofnI .III noitaziliviC ,semaG sixariF . Arts, 2011. ]07[ ,nayalugaP .J .R ,spillihP .B ,huhcS .E ,nnuG .V .D ,miK .H .J ]63 .9891 ,strA cinortcelE .suolupoP ,gorflluB ]17[ :)EURT( ecneirepxe resu emit-laer gnikcarT“ ,noxiW .R .D dna Conference, 2009, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard,92004. .sdoG naipmylO eht fo slairT :II suolupoP ,—— .19 1 ,AE ]27[ -sys xelpmoc rof noitulos noitatnemurtsni evisneherpmoc a [32] “Mochibot,” http://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, tfoS eegopA .D3 nietsnefloW ,erawtfoS di .2991 ,eraw 2003. ]37[ srotcaF namuH no ecnerefnoC MCA eht fo sgnideecorP ni ”,smet [33] “Nonoba: Statistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. 91 ,erawtfoS di .mooD ,—— .39 ]47[ .254–344 .pp ,8002 ,smetsyS gnitupmoC ni developers/statistics. [67] EA Canada, FIFA 10. EA Sports,92009.griV .sikarrA rof elttaB :II enuD ,soidutS doowtseW .2 91 ,ni ]57[ :ptth ,0102 ”,metsys gnilfiorp yrtemeleT“ ,slooT emaG DAR ]73 [34] “Playtomic,” http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision,il2008. a.m99H ,&rscrzilBtfartfrarWradSa,zzi— .4991 ,drazz B .sn u 8 1 d az O: ca , r . C t — lB ]67[ ]77[ .mth.yrtemelet/moc.slootemagdar.www// ni ”,saes hgih eht no noitcelloc ataD :gniggolF“ ,giwduL .J ]83 [35] “Kontagent: Social analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991.2 ,drazzilB .ytrebiL fo sgniW :II tfarCratS ,—— .010 ]87[ .7002 ,ecnerefnoC srepoleveD emaG eht fo sgnideecorP [36] J. H. Kim, D. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames,0102 ,semaG 2S .htreweN fo seoreH ,semaG 2S . 2001. ]97[ -ca :IPA eropS“ ,sodrawT .M dna ,nahdohS .S ,ztiwoksoM .D ]93 and D. R. Wixon, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts,02 ,tnemniatretnE cihtyM .tolemaC fo egA kraD ,cihtyM .10 1989. ]08[ HPARGGIS ni ”,ytivitaerc reyalp fo esabatad euqinu a gnissec a comprehensive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods.E EA,nokceR fo egA :enilnO remmahraW ,—— .8002 ,semaG A .gni 1991. ]18[ .9002 ,sklaT tems,” in Proceedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software,,s1992.G E CC 1 LFNnnedEVM ,,seorubiT CC .3002 ,sema P .0102 tropS A .1 .enil O da E maG P n AE ]28[ ]38[ ./erops/moc.eceipteloiveht//:ptth ”,atad eropS“ ,sodrawT .M retupmoc rof yrammus noitcA“ ,hcusaM .M dna replaH .N ]04 ]14 in Computing Systems, 2008, pp. 443–452. [74] ——, Doom. id Software, 1993. .2991 ,esorPorciM .xirP dnarG enO alumroF ,esorPorciM ]48[ ”,seirammus dna sedom rotatceps rof noitca gnitcartxE :semag [37] RAD Game Tools, “Telemetry profiling system,” 2010, http: [75] Westwood Studios, Dune II: Battle 2 ,semaG AE .tiVirgin,H :deepS rof deeN ,semaG noiretirC .010 for Arrakis. usruP to 1992. ]58[ dna noitacilppA no ecnerefnoC lanoitanretnI eht fo sgnideecorP ni //www.radgametools.com/telemetry.htm. [76] Blizzard, Warcraft: Orcs & Humans. Blizzard, 1994. ,evitcaretnI TG .ekauQ ,erawtfoS di .6991 ]68[ .231–421 .pp ,3002 ,semaG retupmoC fo tnempoleveD [38] J. Ludwig, “Flogging: Data collection on the high seas,” in [77] ——, StarCraft. Blizzard, 1998. .1102 ,strA cinortcelE .II egA nogarD ,erawoiB ]78[ gnizilausiV“ ,alawargA .M dna ,syerhpmuH .G ,relbooH .N ]24 .1002 ,drazzilB .II olbaiD ,htroN drazzilB ]88[ ni ”,stnemnorivne lautriv resu-itlum ni sroivaheb evititepmoc Proceedings of the Game Developers Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. 2 ,noisivitcA .2010. aW nredoM :ytuD fo llaC ,draW ytinfinI .900 Blizzard, 2 erafr ]98[ .pp ,4002 ,noitazilausiV no ecnerefnoC EEEI eht fo sgnideecorP [39] D. Moskowitz, S. Shodhan, and M. Twardos, “Spore API: ac- [79] S2 Games, Heroes of Newerth. S2 Games,st2010. ortcelE .2 ynapmoC daB :dlefielttaB ,ECID .0102 , rA cin ]09[ .071–361 cessing a unique database of player creativity,” in SIGGRAPH [80] Mythic, Dark Age of Camelot. Mythic Entertainment, 002 ,odnetniN .tiF iiW ,odnetniN .7 2001. ]19[ -usiv A :wolF-UV“ ,ittunoreI .L dna ,nonaR .R ,orattihC .L ]34 Talks, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. -norivne lautriv ni noitagivan gnizylana rof loot noitazila [40] M. Twardos, “Spore data,” http://thevioletpiece.com/spore/. [82] CCP Games, EVE Online. CCP Games, 2003. -hparG retupmoC dna noitazilausiV no snoitcasnarT EEEI ”,stnem .6002 .ceD/.voN ,5841–5741 .pp ,6 .on ,21 .lov ,sci [41] N. Halper and M. Masuch, “Action summary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010. emag-enilno fo noitazilausiV“ ,akuziI .K dna samnowahT .R ]44 games: Extracting action for spectator modes and summaries,” [84] MicroProse, Formula One GrandetPrix.rgrednu roines a 1992.mwoB nairB auda MicroProse, si na lanruoJ lanoitanretnI ”,sroivaheb noitca rieht no desab sreyalp in Proceedings of the International Conference on Application and [85] Criterion Games, Need for Speed:eHot P ta gnireenignE retupmo2010.neduts udru Pursuit. EA Games, C ni t .8002 ,ygolonhceT semaG retupmoC fo Development of Computer Games, 2003, pp. 124–132. [86] id Software, Quake. GT Interactive, .1996.NI ,etteyafaL tseW ni ytisrevinU lliw eH ASU , fo noitceteD“ ,nehC .T-.K dna ,egihsaruK .M ,samnowahT .R ]54 [87] Bioware, Dragon Age II. Electronic Arts, 2011.druP morf gnitaudarg eb lanoitanretnI ”,sreyalp emag-enilno fo gniretsulc rof skramdnal [42] N. Hoobler, G. Humphreys, and M. Agrawala, “Visualizing .2102 gnirpS ni eu .7002 ,61–11 .pp ,3 .on ,6 .lov ,ytilaeR lautriV fo lanruoJ competitive behaviors in multi-user virtual environments,” in [88] Blizzard North, Diablo II. Blizzard, r2001..NKH-EEEI fo rebmem a si eH ylbabo p eH -usiv yalpemag ehT“ ,nannerD .P dna ,nworB .A .R ,nilsoJ .S .S ]64 Proceedings of the IEEE Conference on Visualization, 2004, pp. [89] Infinity Ward, Call of Duty: Modern Warfare 2..semag oediv yn2009. t syalp Activision, am oo noitazilausiv dna gniggol rof krowemarf a :otsefinam noitazila 163–170. [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ,5 .lov ,tnemniatretnE ni sretupmoC ”,atad yalpemag enilno fo [43] L. Chittaro, R. Ranon, and L. Ieronutti, “VU-Flow: A visu- [91] Nintendo, Wii Fit. Nintendo, 2007. .7002 -er a sa atad yalpemag gnizylanA :sreissod reyalP“ ,reldeM .B ]74 alization tool for analyzing navigation in virtual environ- ,11 .lov ,hcraeseR emaG retupmoC fo lanruoJ lanoitanretnI ”,draw ments,” IEEE Transactions on Visualization and Computer Graph- .1102 .beF ,1 .on ics, vol. 12, no. 6, pp. 1475–1485, Nov./Dec. 2006. elbayalP“ ,namaaN .M dna ,eniawS-narviK .F ,soluopokaiD .N ]84 [44] R. Thawonmas and K. Iizuka, “Visualization of online-game ”,scihpargofni y-emag fo ecaps ngised eht gniziretcarahC :atad players based on their action behaviors,” International Journal ni srotcaF namuH no ecnerefnoC MCA eht fo sgnideecorP ni Brian Bowmanseforp tseniora undergraduatesalkiN ros is a natsiss na si tsivqmlE .1102 ,smetsyS gnitupmoC of Computer Games Technology, 2008. student in Computer Engineering ato Purdue eht ni retupmoC dna lacirtcelE f loohcS rof saedi retteb evfi !ti kcus nac sdraobredaeL“ ,ttuchtroN .T ]94 [45] R. Thawonmas, M. Kurashige, and K.-T. Chen, “Detection of University in West uniivytrip revinU eeuUSA. tHeI n,ieeteniafnE tseW Lafayette, IN, druSU aNg will ey g aL s P r srepoleveD emaG eht fo sgnideecorP ni ”,atad emag gnizilausiv landmarks for clustering of online-game players,” International a yls o e saw H .A , t .0102 ,ecnerefnoC be graduatingsifromniPurduetainreSpring r2012.odtsop , raP AIRNI hcraese larotc Journal of Virtual Reality, vol. 6, no. 3, pp. 11–16, 2007. yrtemoeg - shparg dekcatS“ ,grebnettaW .M dna noryB .L ]05 He is a member2ofnIEEE-HKN. devieprobablyecnarF 600 i .D.hP sih He cer eH . retupmoC dna noitazilausiV no snoitcasnarT EEEI ”,scitehtsea & [46] S. S. Joslin, R. A. Brown, and P. Drennan, “The gameplay visu- plays too many video hceT fo ytisrevinU sremlahC morf ni ygolon games. .8002 ,2521–5421 .pp ,6 .on ,41 .lov ,scihparG alization manifesto: a framework for logging and visualization eht fo rebmem a si eH .nedewS ,grobetoG ¨ ehT ”,snwod dna spu s’nosaes eht cimim sremaG“ ,ylaeuQ .K ]15 of online gameplay data,” Computers in Entertainment, vol. 5, rehtona nI .yteicoS retupmoC eht dna EEEI .1102 .beF ,semiT kroY weN 2007. ni thgink ro ,nissassa ,draziw a si eh ,efil noitamrofni eht fo erutcurts ehT“ ,yalnikcaM .J dna draC .K .S ]25 .ycnaf sih sekat yltnerruc emag revetahw -opmyS EEEI eht fo sgnideecorP ni ”,ecaps ngised noitazilausiv [47] B. Medler, “Player dossiers: Analyzing gameplay data as a re- .99–29 .pp ,7991 ,noitazilausiV noitamrofnI no muis ward,” International Journal of Computer Game Research, vol. 11, seL - xuaeser seL - semmargaid seL :euqihparg eigoloimeS ,nitreB .J ´ ´ ]35 no. 1, Feb. 2011. .7691 ,ecnarF ,siraP ,setrac [48] N. Diakopoulos, F. Kivran-Swaine, and M. Naaman, “Playable nrettaP A ,nietsrevliS .M dna ,awakahsI .S ,rednaxelA .C ]45 data: Characterizing the design space of game-y infographics,” rosseforP etaicossa na si ylleK-nuknaJ .J.T drofxO :kroY weN .noitcurtsnoC ,sgnidliuB ,snwoT :egaugnaL nihtiw gnireenigne dna ecneics retupmoc fo .7791 ,sserP ytisrevinU in Proceedings of the ACM Conference on Human Factors in Computing Systems, 2011. Niklas Elmqvist fo eanlloassistant ht roW semaJ eht -nE is ge C yelgaB professor ./moc.aminihcam.www//:ptth ,moc.aminihcaM ]55 ,SM ,ytisrevinU etatS ippississiM ,gnireenig [49] T. Northcutt, “Leaderboards can suck it! five better ideas for in the SchoolceofetElectricala and hComputer .ASU - sr ni eht ta t seil craeser siH Engineering atoitPurdue nUniversityna cfiiWest fo noit .n azilausiv oitamrofni d in tneics visualizing game data,” in Proceedings of the Game Developers Lafayette, IN,o USA. inU ehwas rf previously viacer eH SELPMAXE EMA Conference, 2010. f ytisrev He t mo DhP sih de e [50] L. Byron and M. Wattenberg, “Stacked graphs - geometry postdoctoral rebmem a si data INRIAi ,sivaD ,ainrofilaC researcher n 3002 n in Paris, .9891 ,dnubredørB .ytiCmiS ,erawtfoS sixaM ]65 France. He ,receivedteicoS retupmoCinht 2006 EEI fo oot ,eH .y his Ph.D. e dna E .0102 ,noisivitcA .spO kcalB :ytuD fo llaC ,hcrayerT ]75
  • 6.
  • 7. Call of Duty: Black Ops—50k
  • 10. Every game you play is a source of data
  • 14.
  • 15. Framework of Vis in Games
  • 16. Framework of Vis in Design Patterns in Games Games
  • 17. Framework of Vis in Design Patterns in Games Games
  • 18. The Vis in Games Framework
  • 19. Primary Purpose Target Audience Temporal Usage Visual Complexity Immersion/ Integration
  • 20. Primary Purpose Target Audience Temporal Usage Visual Complexity Immersion/ Integration
  • 23. Temporal Usage Retrospective Halo: Player Kills Reach
  • 24. Temporal Usage Retrospective Player Deaths Halo: Reach
  • 25. Temporal Usage Retrospective Kills - Deaths Halo: Reach
  • 27. Design Patterns for Vis in Gaming
  • 28. Heads-Up Display Dragon Age 2 Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
  • 29. Heads-Up Display Doom 2 Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
  • 30. Heads-Up Display Angry Birds Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
  • 31. Heads-Up Display Mirrors Edge Primary Purpose: Status Target Audience: Player Temporal Usage: Continuou Visual Complexity: Basic Immersion/Integration: Immersive or Informative/
  • 32. Data in Time Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  • 33. Data in Time Starcraft Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  • 34. Data in Time Starcraft Civilization 3 Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  • 35. Data in Time Starcraft COD: BlOps Civilization 3 Primary Purpose: Train/Comm. Target Audience: Player/Observer Temporal Usage: Retrospective Visual Complexity: Intermediate Immersion/Integration
  • 41. Benefits for Vis Research
  • 42. Benefits for Vis Research
  • 43. Benefits for Vis Research
  • 44. Benefits for Vis Research
  • 45. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008. nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011. 09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009. http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991. eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992. otball games,” http://www. Systems, 2008, pp. 443–452. [60] ——, Mass Effect 2. ——, Doom. Arts, 2010. [74] Electronic id Software, 1993. Toward Visualization for ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992. viz/, 2008. [61] 2010, Spore. Electronic Arts, 2008. metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994. wards gameplay analysis via [76] Blizzard, Warcraft: Orcs & Activision, 2003. logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011. of the International MindTrek [63] Visceral in [77] ——, StarCraft. Blizzard, 1998. the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010. [64] [78] ——, StarCraft II: Wings , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010. ot.com/. “Spore API: ac- [79] Steam. Valve Corporation, S2 ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001. ng,” http://nonoba.com/ [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010. [67] EA Canada, FIFA 10. EA Sports, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003. Spore [68] Treyarch, Call of Duty: World at EVE Activision, 2008. d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010. p://www.kontagent.com/. [69] computer [83] EA Tiburon, Madden NFL Games: B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992. ing action for J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. of user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996. solution Games, 2003, sys- [72] II: id Software, Quake. GT Interactive, G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011. Conference on Human Factors [73] id Software, [87] Bioware, Apogee Software, 1992. [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001. 43–452. in multi-user virtual environments,” in id Software, 1993. ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010. M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,” /thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will ator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdue ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably 003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game 11.lization and Computer Graph- os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,” Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers 10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012. o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight in dputer Game Research,structure of the information J. Mackinlay, “The vol. 11, design space,” in Proceedings of the IEEE Sympo- whatever game currently takes his fancy. ,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp. ologie graphique: Les diagrammes - Les r´seaux - Les ace of game-y infographics,” e rance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professor ns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computer suck it! five Construction. ss, 1977. dings of the Game Developers Engineering at Purdue University in West engineering within of computer science and m, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris, Stacked graphs - geometry n Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies
  • 46. “Visualizing NFL football games,” http://www. [60] ——, Mass Effect 2. Electronic Arts, 2010. aculty/healey/NFL viz/, 2008. [61] Maxis, Spore. Electronic Arts, 2008. nd A. Canossa, “Towards gameplay analysis via [62] Splash Damage, Wolfenstein: Enemy Territory. Activision, 2003. rics,” in Proceedings of the International MindTrek [63] Visceral Games, Dead Space 2. Electronic Arts, 2011. 09, pp. 202–209. [64] Blizzard, World of Warcraft. Blizzard, 2004. ttp://www.mochibot.com/. [65] Valve Corporation, Steam. Valve Corporation, 2003. atistics & tracking,” http://nonoba.com/ [66] Bungie, Inc., Halo: Reach. Microsoft Game Studios, 2010. atistics. [67] EA Canada, FIFA 10. EA Sports, 2009. http://playtomic.com/. [68] Treyarch, Call of Duty: World at War. Activision, 2008. ocial analytics,” http://www.kontagent.com/. [69] MicroProse, Civilization. MicroProse, 1991. V. Gunn, E. Schuh, B. Phillips, R. J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. AND COMPUTER GRAPHICS, VOL. XX, NO. Y, MONTH 2012 14 on, “Tracking real-time user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. ive instrumentation solution for complex sys- [72] ——, Populous II: Trials of the Olympian Gods. EA, 1991. eedings of the ACM Conference on Human Factors [73] id Software, Wolfenstein 3D. Apogee Software, 1992. otball games,” http://www. Systems, 2008, pp. 443–452. [60] ——, Mass Effect 2. ——, Doom. Arts, 2010. [74] Electronic id Software, 1993. Toward Visualization for ools, “Telemetry profiling system,” Maxis,http: [75] Westwood Studios, Dune II: Battle for Arrakis. Virgin, 1992. viz/, 2008. [61] 2010, Spore. Electronic Arts, 2008. metools.com/telemetry.htm. [62] Splash Damage, Wolfenstein: Enemy Territory. Humans. Blizzard, 1994. wards gameplay analysis via [76] Blizzard, Warcraft: Orcs & Activision, 2003. logging: Data collection on the high seas,” Games, Dead Space 2. Electronic Arts, 2011. of the International MindTrek [63] Visceral in [77] ——, StarCraft. Blizzard, 1998. the Game Developers Conference, 2007. Blizzard, World of Warcraft. Blizzard, 2004.of Liberty. Blizzard, 2010. [64] [78] ——, StarCraft II: Wings , S. Shodhan, and M. Twardos, [65] Valve Corporation, S2 Games, Heroes of Newerth. 2003. Games, 2010. ot.com/. “Spore API: ac- [79] Steam. Valve Corporation, S2 ue database of player creativity,” in SIGGRAPH Halo: Reach. Microsoft of Camelot. Mythic Entertainment, 2001. ng,” http://nonoba.com/ [66] Bungie, Inc., [80] Mythic, Dark Age Game Studios, 2010. [67] EA Canada, FIFA 10. EA Sports, 2009. [81] ——, Warhammer Online: Age of Reckoning. EA Games, 2008. m/. data,” http://thevioletpiece.com/spore/. [82] CCP Games, War. Online. CCP Games, 2003. Spore [68] Treyarch, Call of Duty: World at EVE Activision, 2008. d M. Masuch, “Action summary forMicroProse, Civilization. MicroProse, 1991. 11. EA Sports, 2010. p://www.kontagent.com/. [69] computer [83] EA Tiburon, Madden NFL Games: B. Phillips, R.spectator modes and summaries,” [84] MicroProse, Formula One Grand Prix. MicroProse, 1992. ing action for J. Pagulayan, [70] Firaxis Games, Civilization III. Infogrames, 2001. methe International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. of user experience (TRUE): [71] Bullfrog, Populous. Electronic Arts, 1989. Computer for complex pp. 124–132. ——, Populous[86]Trials of the Olympian Gods. EA, 1991.1996. solution Games, 2003, sys- [72] II: id Software, Quake. GT Interactive, G. Humphreys, and M. Agrawala, “Visualizing Wolfenstein 3D. Dragon Age II. Electronic Arts, 2011. Conference on Human Factors [73] id Software, [87] Bioware, Apogee Software, 1992. [74] ——, Doom. [88] Blizzard North, Diablo II. Blizzard, 2001. 43–452. in multi-user virtual environments,” in id Software, 1993. ehaviors the IEEE Conference on Visualization, 2004, pp. Studios,Infinity Ward, Call of Duty: Modern Warfare 2. Activision, 2009. ofiling system,” 2010, http: [75] Westwood [89] Dune II: Battle for Arrakis. Virgin, 1992. etry.htm. [76] Blizzard, Warcraft: Orcs & Battlefield: Bad Company 2. Electronic Arts, 2010. [90] DICE, Humans. Blizzard, 1994. ction on the highIeronutti, “VU-Flow: A StarCraft. Blizzard, 1998. Fit. Nintendo, 2007. . Ranon, and L. seas,” in [77] ——, visu- [91] Nintendo, Wii Theory, Design Space, and for analyzing navigation in virtual environ- Conference, 2007. [78] ——, StarCraft II: Wings of Liberty. Blizzard, 2010. M. Twardos, on Visualization and Computer Graph- Heroes of Newerth. S2 Games, 2010. Transactions “Spore API: ac- [79] S2 Games, er6, pp. 1475–1485, Nov./Dec. 2006. Mythic, Dark Age of Camelot. Mythic Entertainment, 2001. . creativity,” in SIGGRAPH [80] s and K. Iizuka, “Visualization[81]online-game of ——, Warhammer Online: Age of Reckoning. EA Games, 2008. on their action behaviors,” /thevioletpiece.com/spore/. International Journal EVE Online. CCP Games, 2003. [82] CCP Games, Brian Bowman is a senior undergraduate ion Technology, 2008. amessummary for computer [83] EA Tiburon, Madden NFL 11. EA Sports, 2010.Computer Engineering at Purdue student in s, M. Kurashige, and K.-T. Chen, “Detection of Formula One Grand Prix.University in West Lafayette, IN, USA. He will ator modes and summaries,” [84] MicroProse, MicroProse, 1992. clustering of online-game players,” International Conference on Application and [85] Criterion Games, Need for Speed: Hot Pursuit. EA Games, 2010. in Spring 2012. be graduating from Purdue ual Reality, vol. 6, no. 3, pp. 11–16, 2007.Software, Quake. GT Interactive, He is a member of IEEE-HKN. He probably 003, pp. 124–132. [86] id 1996. A. Brown, and P. Drennan, “The[87] Bioware, Dragon Age II. Electronic Arts, 2011. M. Agrawala, “Visualizing gameplay visu- plays too many video games. Brian Bowman, Niklas Elmqvist, T.J. Jankun-Kelly er virtual environments,” in and visualization festo: a framework for logging [88] Blizzard North, Diablo II. Blizzard, 2001. eeplay data,” Computers in Entertainment, vol.Ward, Call of Duty: Modern Warfare 2. Activision, 2009. on Visualization, 2004, pp. [89] Infinity 5, [90] DICE, Battlefield: Bad Company 2. Electronic Arts, 2010. ayer dossiers: Analyzing gameplay data as a re-Wii Fit. Nintendo, 2007. ronutti, “VU-Flow: A visu- [91] Nintendo, igation in virtual environ- Research, vol. 11, tional Journal of Computer Game 11.lization and Computer Graph- os, F. Kivran-Swaine, and M. Naaman, “Playable Nov./Dec. 2006. rizing the design space of game-y infographics,” Visualization of online-game aviors,” ACM Conference on Human Factors in of the International Journal Brian Bowman is Niklas Elmqvist is an assistant professor a senior undergraduate tems, 2011. 8. “Leaderboards “Detection of student in Computer Engineering at Purdue in the School of Electrical and Computer d K.-T. Chen, can suck it! five better ideas for University in West Lafayette, IN, USA. He willUniversity in West Engineering at Purdue me data,” in Proceedings of -game players,” Internationalthe Game Developers 10.3, pp. 11–16, 2007. be graduating fromLafayette,inIN, USA. He was previously a Purdue Spring 2012. o. He is a member ofpostdoctoral He probablyat INRIA in Paris, IEEE-HKN. researcher M. Wattenberg, “Stacked graphs - geometry ennan, “The gameplay visu- IEEE Transactions on Visualization and Computer plays too many video games. France. He received his Ph.D. in 2006 or logging and visualization from Chalmers University of Technology in 14, no. Entertainment, vol. 5, ters in 6, pp. 1245–1252, 2008. amers mimic the season’s ups and downs,” The ¨ Goteborg, Sweden. He is a member of the s, Feb. 2011. IEEE and the Computer Society. In another zing gameplay data as a re- life, he is a wizard, assassin, or knight in dputer Game Research,structure of the information J. Mackinlay, “The vol. 11, whatever game currently takes his fancy. design space,” in Proceedings of the IEEE Sympo- ,ation M. Naaman, “Playable 92–99. and Visualization, 1997, pp. ologie graphique: Les diagrammes - Les r´seaux - Les e Watched a (fun) talk! ace of game-y infographics,” rance, on Human Factors in rence 1967. S. Ishakawa, and M. Silverstein, A Pattern Niklas Elmqvist is an assistant professor ns, Buildings,better ideas for New York: Oxford T.J. Jankun-Kelly is an associate Professor in the School of Electrical and Computer suck it! five Construction. ss, 1977. dings of the Game Developers Engineering at Purdue University in West engineering within of computer science and m, http://www.machinima.com/. Lafayette, IN, USA. He was previously a College of En- the James Worth Bagley gineering, Mississippi State University, MS, postdoctoral researcher at INRIA in Paris, Stacked graphs - geometry n Visualization and Computer France. He received his Ph.D. in 2006at at the intersec- USA. His research lies

Editor's Notes

  1. \n
  2. I lead a double life. I’m a visualization scientist, with all that entails.\n
  3. But I’m also a gamer. I teach video games. I play video games. Maybe more than I should.\n
  4. So get on Farmtown on Facebook and talk to my neighors Brian & Niklas, who are really into games themselves. They bring up the idea that we might want to do a paper on where our two interests combine\n
  5. Can this be serious? Talk about huge data problem/source. Roughly 19 million registered players in BLOPs, 10s of thousands of active players still. Information about movements, kills, deaths, etc.\n
  6. Angry Birds: Over 200k years have been played. Lots of potential user data to be visualized: Different choices of paths, bird types, etc.\n
  7. Mass Effect 3 had 40,000 lines of recorded dialog to be able to handle all the permutations of 1000+ variables that affect the state of the game from its previous installments. BioWare had to write its own dialog/variable visualization system to keep track of all the permutations during writing and development. Developers use visualization too.\n
  8. Every game is a massive set of data that needs to be visualized. Can we do it?\n
  9. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  10. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  11. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  12. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  13. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  14. Some vis already in games. Give a few examples of simple to complex: Healthbars in WoW, Charts of win/loss in multiplayer games, to cloropleth maps all the way back in 1989. Paper goes through many more examples in different gaming genres; please see it for more info\n
  15. What this talk is vs what this talk is not: A framework for vis in games and design patterns of common usage; gamification, no. (See other talks at VisWeek)\n
  16. What this talk is vs what this talk is not: A framework for vis in games and design patterns of common usage; gamification, no. (See other talks at VisWeek)\n
  17. What this talk is vs what this talk is not: A framework for vis in games and design patterns of common usage; gamification, no. (See other talks at VisWeek)\n
  18. Our framework takes the 30+ examples we cite in the paper and our knowledge of others and distills them into five separate orthogonal design dimensions. I overview them next.\n
  19. 5 Part categorization: Primary Purpose/Target Audience/Temporal Usage/Visual Complexity/Immersion or Integration. Primary Purpose: Why is it done? Communicate status or debugging info for example. Target audience: The player, an observer, or the developer during testing. Visual complexity is how advanced the vis is: Bars vis chloropleth maps. Immersion/Integration measures is the vis in the game or out of it (informative or immersive/integrated or separate); it is in the game space or interrupts it. We look at temporal usage in depth.\n
  20. What is the visualization for? Status, Training (retrospective theater, optimal lines), Progression, Communication, Debugging/Developing\n
  21. Who is it for? Player, developer, observer. \n
  22. Continuous: Always on, always updating. Health bars is a common example. In the SimCity games, various statistics such as approval rating of your “mayor” and the demand for different types of zoning is updated in real time, providing continuous information.\n
  23. Intermittent: Shown on demand or when the game requires it. Health bars in more recent games only show occasionally if at all. Tech trees from games like Civ which show choices in development in a complex graph structure also apply.\n
  24. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  25. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  26. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  27. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  28. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  29. Retrospective includes summaries or similar (Boneyard). Replay theaters, common in multiplayer games, fall here: They replay games, with possible summarization or different data to assist. Racing games providing “best-line” indicators or “phantom cars” of best paths fall here. In this example from the fast forward, we look at player kill and player death locations in a multiplayer map via a heatmap. We can take use a difference image as a retrospective analysis of where it is “saftest” for a player—whiter areas are more likely to result in the player defeating their opponent than the other way around.\n
  30. Prospective: Predict what is going to happen, provide player info on decision consequences. Tech trees do this, as to glyphs indicating effect of game conversation. In strategy game, such as XCOM: EU, we can also visualize spatial cues as the extent of movement but also other indicators such as how much protection a movement will provide (indicated by the blue shields). \n
  31. 5 Part categorization: Primary Purpose/Target Audience/Temporal Usage/Visual Complexity/Immersion or Integration\n
  32. 5 Part categorization: Primary Purpose/Target Audience/Temporal Usage/Visual Complexity/Immersion or Integration\n
  33. Design patterns: We give five in the paper, discussing common uses and how they fit into our framework. Here, I discuss a two examples\n
  34. Heads-up displays (or HUDs) are ubiquitous in gaming: They are graphics which summarize a large portion of information about the game world state on top of the rendering of the game world itself. They are primarily for status, showing information that is updated constantly. The visualizations tend to be basic (bars, lines, some glyphs maybe). The depiction is always part of the game, and often shown in a manner consistent with other artifacts in the game world if immersive; otherwise, it is informative.\n
  35. Basic HUD in id’s DOOM. \n
  36. HUD in Angry Birds even. I could spend the entire talk showing HUD examples\n
  37. This HUD not only shows information about a time trial run (a race against time) in the game Mirrors Edge, it also demonstrates a ludophasmas: A “ghost” version of the player in a previous run as a comparison. Driver’s lines drawn onto the world in racing games are another type of HUD element that can be used in a similar vein. \n
  38. Data in time are representations of game data (integrated with the game or otherwise) that are primarily for training or communicating aspects of the game to players or observers. Often, as we are summarizing time, these use more intermediate graphical representations such as bar charts or other graphics such as this event time-line of when different features were built during a session of the Starcraft game. Civ 3 uses a retrospective stacked area chart to show the amount of influence over time (a spatialized view also shows data in space, another one of our categories)\n
  39. Data in time are representations of game data (integrated with the game or otherwise) that are primarily for training or communicating aspects of the game to players or observers. Often, as we are summarizing time, these use more intermediate graphical representations such as bar charts or other graphics such as this event time-line of when different features were built during a session of the Starcraft game. Civ 3 uses a retrospective stacked area chart to show the amount of influence over time (a spatialized view also shows data in space, another one of our categories)\n
  40. Data in time are representations of game data (integrated with the game or otherwise) that are primarily for training or communicating aspects of the game to players or observers. Often, as we are summarizing time, these use more intermediate graphical representations such as bar charts or other graphics such as this event time-line of when different features were built during a session of the Starcraft game. Civ 3 uses a retrospective stacked area chart to show the amount of influence over time (a spatialized view also shows data in space, another one of our categories)\n
  41. Some final implications of our work\n
  42. In this work, we have outlined a 5 part categorical decomposition of the space of visualization in games. In addition, we provided several examples showing common design patterns of vis in games and how our framework describes them. We feel this work has two major set of implications: One for games, and one for vis. For players, visualization is used to better understand game state, make better decisions, or communicate their success/failure to others. For observers, visualizations could better inform and entertain them. Finally, for developers, visualization can help detect bugs, find game balance issues, or be inspired by player activity. \n
  43. In this work, we have outlined a 5 part categorical decomposition of the space of visualization in games. In addition, we provided several examples showing common design patterns of vis in games and how our framework describes them. We feel this work has two major set of implications: One for games, and one for vis. For players, visualization is used to better understand game state, make better decisions, or communicate their success/failure to others. For observers, visualizations could better inform and entertain them. Finally, for developers, visualization can help detect bugs, find game balance issues, or be inspired by player activity. \n
  44. In this work, we have outlined a 5 part categorical decomposition of the space of visualization in games. In addition, we provided several examples showing common design patterns of vis in games and how our framework describes them. We feel this work has two major set of implications: One for games, and one for vis. For players, visualization is used to better understand game state, make better decisions, or communicate their success/failure to others. For observers, visualizations could better inform and entertain them. Finally, for developers, visualization can help detect bugs, find game balance issues, or be inspired by player activity. \n
  45. For Vis, there are several potential application or research benefits. First, with over 60 mil game consoles in the US alone, that is a huge potential audience for informative (if not complex) visualization either as part of a game, outside of the game, or for developers (potential for large impact). In addition, gamers have been shown to have a high degree of visual literacy and spatial reasoning, and thus are an untapped population to demonstrate advanced methods. Finally, as implicated, there is a sea of data that has interesting problems to address that may require novel methods to develop, a key task in any research endeavor. \n
  46. For Vis, there are several potential application or research benefits. First, with over 60 mil game consoles in the US alone, that is a huge potential audience for informative (if not complex) visualization either as part of a game, outside of the game, or for developers (potential for large impact). In addition, gamers have been shown to have a high degree of visual literacy and spatial reasoning, and thus are an untapped population to demonstrate advanced methods. Finally, as implicated, there is a sea of data that has interesting problems to address that may require novel methods to develop, a key task in any research endeavor. \n
  47. For Vis, there are several potential application or research benefits. First, with over 60 mil game consoles in the US alone, that is a huge potential audience for informative (if not complex) visualization either as part of a game, outside of the game, or for developers (potential for large impact). In addition, gamers have been shown to have a high degree of visual literacy and spatial reasoning, and thus are an untapped population to demonstrate advanced methods. Finally, as implicated, there is a sea of data that has interesting problems to address that may require novel methods to develop, a key task in any research endeavor. \n
  48. \n
  49. \n