Visualization in Motion

Report on Current Developments in Visualization in Motion

General Direction of the Field

The field of visualization in motion is rapidly evolving, particularly in the context of fitness trackers, sports, and video games. Researchers are increasingly focusing on the challenges and opportunities presented by dynamic environments where both the viewer and the visualization may be in motion. This shift is driven by the growing integration of wearable technology and the need for real-time, context-sensitive data presentation.

One of the key areas of focus is the design of visualizations that can effectively convey information in situations where the user is physically active, such as during sports or outdoor activities. This involves not only understanding the technical aspects of rendering data in motion but also the cognitive load on the user and the relevance of the data at different stages of the activity. The field is moving towards more personalized and adaptive visualizations that can dynamically adjust to the user's changing information needs and performance levels.

Another significant trend is the exploration of situated visualizations, where data is embedded in the environment or attached to moving objects. This approach aims to provide a more immersive and contextually relevant experience, particularly in urban environments and competitive sports. The integration of environmental data, such as personal behavioral impact on the environment, is also gaining attention, suggesting a broader application of visualization in motion beyond personal fitness and gaming.

In the realm of video games, researchers are delving into how motion affects the readability and usability of visualizations. This includes understanding how different types of data (quantitative, categorical) are represented and how motion factors influence player performance. The systematic review of existing visualizations in motion within games is paving the way for more effective design strategies that enhance gameplay without overwhelming the player.

Noteworthy Developments

  • Collecting Information Needs for Egocentric Visualizations while Running: This work stands out for its innovative approach to understanding and supporting real-time, context-sensitive visualizations in outdoor activities.

  • Situated Visualization in Motion for Swimming: The preliminary research in this area is notable for its focus on embedded data representations in competitive sports, particularly in swimming.

  • Visualization in Motion in Video Games for Different Types of Data: This study is significant for its systematic analysis of how motion affects data representation and player performance in video games.

Sources

Reflections on Visualization in Motion for Fitness Trackers

Collecting Information Needs for Egocentric Visualizations while Running

Situated Visualization in Motion

Envisioning Situated Visualizations of Environmental Footprints in an Urban Environment

Situated Visualization in Motion for Video Games

Situated Visualization in Motion for Swimming

Visualization in Motion in Video Games for Different Types of Data