论文标题

Roboviz:以游戏为中心的信息可视化教育项目

Roboviz: A Game-Centered Project for Information Visualization Education

论文作者

Adar, Eytan, Lee-Robbins, Elsie

论文摘要

由于它们的教学优势,信息可视化课程中的大型最终项目已成为标准实践。学生们采用了一个真实或模拟的客户 - 数据集,以及一组模糊的目标,以创建完整的可视化或视觉分析产品。不幸的是,许多项目都遭受了模棱两可的目标,超出或不受限制的客户期望以及使学生花费时间在非视觉化问题(例如数据清洁)上的数据限制。这些是重要的技能,但通常是次要课程目标,而无法预料的问题主要阻碍学生。我们为我们的信息可视化课程创建了一种替代方案:Roboviz,这是一种实时游戏,供学生通过构建以可视化为中心的界面进行游戏。通过设计四种不同数据类型的游戏机制,该项目允许学生创建各种交互式可视化。学生团队与同学对抗,目的是收集最多(好的)机器人。策略的灵活性鼓励可变性,一系列方法和解决邪恶的设计约束。我们描述了该游戏的构建,并在两年内报告了学生项目。我们进一步展示了如何扩展或适应其他基于游戏的项目的游戏机制。

Due to their pedagogical advantages, large final projects in information visualization courses have become standard practice. Students take on a client--real or simulated--a dataset, and a vague set of goals to create a complete visualization or visual analytics product. Unfortunately, many projects suffer from ambiguous goals, over or under-constrained client expectations, and data constraints that have students spending their time on non-visualization problems (e.g., data cleaning). These are important skills, but are often secondary course objectives, and unforeseen problems can majorly hinder students. We created an alternative for our information visualization course: Roboviz, a real-time game for students to play by building a visualization-focused interface. By designing the game mechanics around four different data types, the project allows students to create a wide array of interactive visualizations. Student teams play against their classmates with the objective to collect the most (good) robots. The flexibility of the strategies encourages variability, a range of approaches, and solving wicked design constraints. We describe the construction of this game and report on student projects over two years. We further show how the game mechanics can be extended or adapted to other game-based projects.

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