本稿では,『League of Legend』(LoL)におけるユーザの分析意図を考慮したキャラクタの活躍度可視化システムを試作する.従来の活躍度可視化システムでは,3 つの属性に固定した重み付けを行い,1 ...分間ごとに活躍度を算出していたため,ユーザの優先したい属性や時間帯を反映した活躍度の可視化ができない.したがって本稿では,従来システムを拡張し,ユーザが属性への重み付けと,時間帯の指定が可能なシステムを試作する.
We propose a visualizing system for characters activity in League of Legends (LoL). LoL players review their matches in the games using a replay function on the game software, however it is difficult ...to know when and how their characters activity. We propose a system that calculates characters activity during any time period on the match based on three types of actions and enables players to analyze their actions during power spikes by activity graphs and action icons. We show the effectiveness of the proposed system through evaluation experiments.
This paper proposes a visualization interface designed to support match replay analysis in first-person shooter (FPS) video games, with a focus on the player action of waiting for corners. To ...“waiting for corners” is a specific term related to FPS games. It designates the action of waiting for corners of simulated rooms and passages for an enemy player character to enter the player’s field of view. It is important to check how well the waiting for corners worked in order to analyze whether they had the opportunity to fight in advantageous situations. In this paper, we propose a visualizing interface for presenting band graph of the time when the waiting for corners is effectively and when it is not effectively for each team in game field, for non-professional players.
In this paper we propose a method for judging the superiority or inferiority situation for play analysis of 2-on- 2 teams action games. The games covered in this paper are divided into two 2-on-2 ...teams, each player controls a robot with a weapon and fights against robots controlled by the players of the opposing team. In this paper we calculate the degree of superiority or inferiority in any time zone during the game based on the relative position of the robot and the usage of weapons.