Lin Tica, Chen Zhutian, Beyer Johanna, Wu Yingcai, Pfister Hanspeter, Yang Yalong, Tory Melanie, Keefe Daniel F
IEEE Comput Graph Appl. 2023 Jan-Feb;43(1):84-90. doi: 10.1109/MCG.2022.3222042.
Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought exciting opportunities along with new challenges for sports visualization. We share our experience working with sports domain experts and present lessons learned from conducting visualization research in SportsXR. In our previous work, we have targeted different types of users in sports, including athletes, game analysts, and fans. Each user group has unique design constraints and requirements, such as obtaining real-time visual feedback in training, automating the low-level video analysis workflow, or personalizing embedded visualizations for live game data analysis. In this article, we synthesize our best practices and pitfalls we identified while working on SportsXR. We highlight lessons learned in working with sports domain experts in designing and evaluating sports visualizations and in working with emerging AR/XR technologies. We envision that sports visualization research will benefit the larger visualization community through its unique challenges and opportunities for immersive and situated analytics.
大多数体育可视化依赖于空间、高时效性和以用户为中心的数据组合,这使得体育成为可视化的一个具有挑战性的目标。增强现实和混合现实(AR/XR)等新兴技术为体育可视化带来了令人兴奋的机遇,但也带来了新的挑战。我们分享与体育领域专家合作的经验,并介绍在SportsXR中进行可视化研究的经验教训。在我们之前的工作中,我们针对体育领域的不同类型用户,包括运动员、比赛分析师和球迷。每个用户群体都有独特的设计限制和要求,例如在训练中获得实时视觉反馈、自动化低级视频分析工作流程,或为现场比赛数据分析定制嵌入式可视化。在本文中,我们总结了在开展SportsXR项目过程中发现的最佳实践和陷阱。我们重点介绍了在与体育领域专家合作设计和评估体育可视化以及与新兴AR/XR技术合作时所学到的经验教训。我们设想,体育可视化研究将通过其在沉浸式和情境化分析方面的独特挑战和机遇,使更广泛的可视化社区受益。