Asymmetric Virtual Reality (VR) applications are a substantial subclass of multi-user VR that offers not all participants the same interaction possibilities with the virtual scene. While one user might be immersed using a VR head-mounted display (HMD), another user might experience the VR through a common desktop PC. In an educational scenario, for example, learners can use immersive VR technology to inform themselves at different exhibits within a virtual scene. Educators can use a desktop PC setup for following and guiding learners through virtual exhibits and still being able to pay attention to safety aspects in the real world (e. g., avoid learners bumping against a wall). In such scenarios, educators must ensure that learners have explored the entire scene and have been informed about all virtual exhibits in it. According visualization techniques can support educators and facilitate conducting such VR-enhanced lessons. One common technique is to render the view of the learners on the 2D screen available to the educators. We refer to this solution as the shared view paradigm. However, this straightforward visualization involves challenges. For example, educators have no control over the scene and the collaboration of the learning scenario can be tedious. In this paper, we differentiate between two classes of visualizations that can help educators in asymmetric VR setups. First, we investigate five techniques that visualize the view direction or field of view of users (view visualizations) within virtual environments. Second, we propose three techniques that can support educators to understand what parts of the scene learners already have explored (exploration visualization). In a user study, we show that our participants preferred a volume-based rendering and a view-in-view overlay solution for view visualizations. Furthermore, we show that our participants tended to use combinations of different view visualizations.
Predicting results in electronic sports (e-sports) matches is not an easy task. Different methods can be used for this purpose. A well-known video game in the field of Multiplayer Online Battle Arena (MOBA) is the game League of Legends (LoL), which has a relevant professional scene. An important part of professional gaming is analyzing past matches overall and an individual player’s performance to prepare for future matches. In this paper, we follow a design-oriented research methodology (analysis, design, and evaluation) and propose performance metrics that use data from past matches to evaluate a player’s performance. We analyze the necessary data which we acquire by selecting a player, analyzing the player’s latest games, and repeating the process recursively with the players found in his latest games. The data is utilized within a Machine Learning (ML) Model that computes an overall score from individual player variables. From this, we designed a heuristic approach and evaluated it by applying it to the challenge of winning predictions in e-sports. The difference in the influence of the individual player roles on the outcome of the game was also investigated. It was found that this difference is negligible and that the heuristic performance metric can predict the outcome of a game with an accuracy of 86%. Furthermore, the concept of a match calculator is explored, which calculates the outcome of a match using the ML model and different player stats.
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