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

Authors :
Lin T
Chen Z
Beyer J
Wu Y
Pfister H
Yang Y
Tory M
Keefe DF
Source :
IEEE computer graphics and applications [IEEE Comput Graph Appl] 2023 Jan-Feb; Vol. 43 (1), pp. 84-90.
Publication Year :
2023

Abstract

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.

Subjects

Subjects :
Humans
Augmented Reality
Sports

Details

Language :
English
ISSN :
1558-1756
Volume :
43
Issue :
1
Database :
MEDLINE
Journal :
IEEE computer graphics and applications
Publication Type :
Academic Journal
Accession number :
37022362
Full Text :
https://doi.org/10.1109/MCG.2022.3222042