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number of lights = 1
number of lights = 2
number of lights = 3
number of lights = 4
number of lights = 5
number of lights = 6
number of lights = 7
weapons used by players -- 10,840 players averaged into 43 groups
of 256 each -- plot shows that weapon #2 (Weapon_M249_SAW) and weapon
#10 (M4A1_Rifle_Mod) are used vastly more often than all others, which
have relatively neglible levels
17-Aug-2004
same data as block plot ("citscape") showing individual values more clearly
17-Aug-2004
visualizing stats from CMU: X=mission type (left-right), Y=player number
(up-down), Z=weapon type (in-out of screen);
countours surround constant values, animation ranging from 1 to 10
(i.e., everything outside a closed curve is less than the current constant)
23-Aug-2004
visualizing stats from CMU: X=mission type (left-right),
Z=weapon type (in-out of screen), Time=player number; now the values are logs
of actual stats (stats range from 0 to 65K, logs from 0 to 5);
in this GIF animation time goes from 0 to 19, but in on-screen display
full dataset is used, going from 0 to 70K
23-Aug-2004
matrix of player number vs. player number: who shot who,
based on damage events from one player to another, including
self-inflicted frag and fall damage, total size 5080x5080, averaged
down to fit in 635x635 pixel image
24-Aug-2004
matrix of player number vs. player number: who shot who,
based on damage events from one player to another, including
self-inflicted frag and fall damage, total size 5080x5080, close-up of
upper left 635x635 pixel region
24-Aug-2004
this is the most complex AVS network built for this project
so far
26-Aug-2004
Last update 9:52 PM Thu. 26-Aug-2004 by ABS.