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穿梭空间:沉浸式可视化中的运动轨迹探索与分析。

ShuttleSpace: Exploring and Analyzing Movement Trajectory in Immersive Visualization.

出版信息

IEEE Trans Vis Comput Graph. 2021 Feb;27(2):860-869. doi: 10.1109/TVCG.2020.3030392. Epub 2021 Jan 28.

DOI:10.1109/TVCG.2020.3030392
PMID:33048712
Abstract

We present ShuttleSpace, an immersive analytics system to assist experts in analyzing trajectory data in badminton. Trajectories in sports, such as the movement of players and balls, contain rich information on player behavior and thus have been widely analyzed by coaches and analysts to improve the players' performance. However, existing visual analytics systems often present the trajectories in court diagrams that are abstractions of reality, thereby causing difficulty for the experts to imagine the situation on the court and understand why the player acted in a certain way. With recent developments in immersive technologies, such as virtual reality (VR), experts gradually have the opportunity to see, feel, explore, and understand these 3D trajectories from the player's perspective. Yet, few research has studied how to support immersive analysis of sports data from such a perspective. Specific challenges are rooted in data presentation (e.g., how to seamlessly combine 2D and 3D visualizations) and interaction (e.g., how to naturally interact with data without keyboard and mouse) in VR. To address these challenges, we have worked closely with domain experts who have worked for a top national badminton team to design ShuttleSpace. Our system leverages 1) the peripheral vision to combine the 2D and 3D visualizations and 2) the VR controller to support natural interactions via a stroke metaphor. We demonstrate the effectiveness of ShuttleSpace through three case studies conducted by the experts with useful insights. We further conduct interviews with the experts whose feedback confirms that our first-person immersive analytics system is suitable and useful for analyzing badminton data.

摘要

我们展示了 ShuttleSpace,这是一个沉浸式分析系统,旨在帮助专家分析羽毛球运动中的轨迹数据。运动中的轨迹,如运动员和球的运动,包含了丰富的运动员行为信息,因此已经被教练和分析师广泛分析,以提高运动员的表现。然而,现有的可视化分析系统通常在球场图中呈现轨迹,这些图是对现实的抽象,从而使专家难以想象球场上的情况,也难以理解运动员为什么以某种方式行动。随着沉浸式技术的发展,如虚拟现实(VR),专家们逐渐有机会从运动员的角度来看、感受、探索和理解这些 3D 轨迹。然而,很少有研究研究如何从这种角度支持对运动数据的沉浸式分析。具体的挑战源于数据呈现(例如,如何无缝地结合 2D 和 3D 可视化)和交互(例如,如何在 VR 中自然地与数据交互而无需键盘和鼠标)。为了解决这些挑战,我们与曾为一支顶级国家羽毛球队工作的领域专家密切合作,设计了 ShuttleSpace。我们的系统利用了 1)周边视觉将 2D 和 3D 可视化结合起来,2)VR 控制器通过笔触隐喻支持自然交互。我们通过三位专家进行的案例研究展示了 ShuttleSpace 的有效性,并获得了有用的见解。我们进一步对专家进行了访谈,他们的反馈证实了我们的第一人称沉浸式分析系统适合且有助于分析羽毛球数据。

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