“…Otherwise, alternative visualization strategies that could have been considered span set diagrams (ordered categories of content/artifact), image collages (combination of images), and scatterplots (for comparing two variables). 56–58 Nevertheless, these techniques deal with one or few variables and mainly for merely descriptive goals or following a driving thesis (e.g. a prescriptive hierarchy).…”
In current Game Research, gaming service platforms such as PlayStation Network, Steam, and Twitch.tv represent a still poorly investigated topic. Despite the millions of monthly viewers and members, little efforts have been done to shed light on their dynamics and trends. This article aims to address such a lack by presenting the findings of an empirical inquiry guided by the key concepts of “platform” and “actor–network theory” with the support of a novel network visualization technique. Specifically, the role-playing game Dark Souls 3–related activity on Steam and Twitch.tv was collected for the first 20 days from the release (12 April–1 May 2016). Targeted data concerned several variables among which: most viewed streamers, streaming types, debating topics and reviews’ highlights on Steam (etc.) through screenshots, user-generated content, and text gathering. Data were processed and then visualized with the network-oriented software Gephi for uncovering associations and patterns in the targeted online environments. The action game The Division worked as an exploratory case study and counter-example for stressing the proposal. Although with some limitations, the visualization strategy adopted (four networks for each platform) proved to be effective in framing and communicating the results in a straightforward way. Finally, findings enlightened a phenomenon (i.e. gaming service platforms), that is, getting increasingly central in digital entertainment, and might inform further investigations with alternative designs and focuses.
“…Otherwise, alternative visualization strategies that could have been considered span set diagrams (ordered categories of content/artifact), image collages (combination of images), and scatterplots (for comparing two variables). 56–58 Nevertheless, these techniques deal with one or few variables and mainly for merely descriptive goals or following a driving thesis (e.g. a prescriptive hierarchy).…”
In current Game Research, gaming service platforms such as PlayStation Network, Steam, and Twitch.tv represent a still poorly investigated topic. Despite the millions of monthly viewers and members, little efforts have been done to shed light on their dynamics and trends. This article aims to address such a lack by presenting the findings of an empirical inquiry guided by the key concepts of “platform” and “actor–network theory” with the support of a novel network visualization technique. Specifically, the role-playing game Dark Souls 3–related activity on Steam and Twitch.tv was collected for the first 20 days from the release (12 April–1 May 2016). Targeted data concerned several variables among which: most viewed streamers, streaming types, debating topics and reviews’ highlights on Steam (etc.) through screenshots, user-generated content, and text gathering. Data were processed and then visualized with the network-oriented software Gephi for uncovering associations and patterns in the targeted online environments. The action game The Division worked as an exploratory case study and counter-example for stressing the proposal. Although with some limitations, the visualization strategy adopted (four networks for each platform) proved to be effective in framing and communicating the results in a straightforward way. Finally, findings enlightened a phenomenon (i.e. gaming service platforms), that is, getting increasingly central in digital entertainment, and might inform further investigations with alternative designs and focuses.
“…This would provide greater opportunity for collaborative research, leading to greater understanding of the data (Smarr, Brown, & de Laat 2009;Sims, Dodson, & Edwards 2010;Yamaoka et al 2011).…”
Section: Are Tiled Display Walls Needed For Astronomy?mentioning
confidence: 99%
“…Collaborative environments such as the OptIPortal network, were designed to allow distributed research teams to work together simultaneously on the resulting imagery and analysis. This would provide greater opportunity for collaborative research, leading to greater understanding of the data (Smarr, Brown, & de Laat 2009; Sims, Dodson, & Edwards 2010; Yamaoka et al 2011). While the project promised a simple, powerful and interconnected system, there were many problems with the early incarnations of OptIPortals, primarily due to immaturity of the associated software.…”
Clustering commodity displays into a Tiled Display Wall (TDW) provides a cost-effective way to create an extremely high resolution display, capable of approaching the image sizes now generated by modern astronomical instruments. Many research institutions have constructed TDWs on the basis that they will improve the scientific outcomes of astronomical imagery. We test this concept by presenting sample images to astronomers and non-astronomers using a standard desktop display (SDD) and a TDW. These samples include standard English words, wide field galaxy surveys and nebulae mosaics from the Hubble telescope. Our experiments show that TDWs provide a better environment than SDDs for searching for small targets in large images. They also show that astronomers tend to be better at searching images for targets than non-astronomers, both groups are generally better when employing physical navigation as opposed to virtual navigation, and that the combination of two non-astronomers using a TDW rivals the experience of a single astronomer. However, there is also a large distribution in aptitude amongst the participants and the nature of the content also plays a significant role in success.
“…These images are processed by the Visual Features Analysis task whose role is to extract low-level visual features based on, e.g., color and texture. Finally, the extracted visual features are combined with facial annotations and available timestamps in order to mine similar characteristics and identify possible trends using visual analytics techniques [15].…”
Human Computation is defined as the integration of human tasks and automated algorithms to achieve superior quality in complex tasks like multimedia content analysis. This paper discusses a scenario in which human computation is used to segment timestamped fashion images for mining trends based on visual features of garments (e.g., color and texture) and attributes of portrayed subjects (e.g., gender and age). State-of-the-art algorithms for body part detection and feature extraction can produce low quality results when parts of the body are occluded and when dealing with complex human poses. In such cases, these algorithms could benefit from the assistance of human agents. In order to jointly leverage the potential of crowds and image analysis algorithms, a game with a purpose (GWAP) is proposed, whereby players can help segment images for which specialized algorithms have failed, so as to improve the extraction of color and texture features of garments and their association with the features of the subject wearing them.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.