Related papers: FirstPersonScience: Quantifying Psychophysics for …
Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone.…
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a~mechanism to: (1) control the attention of the player's avatar according to the attention deployed by the player, and (2) guide the gameplay and game's…
Electronic sports (esports) and research on this emerging field are interdisciplinary in nature. By extension, it is essential to understand how to standardize and structure training with the help of existing tools developed by years of…
Esports and high performance human-computer interaction are on the forefront of applying new hardware and software technologies in practice. Despite that, there is a paucity of research on how semi-professional and professional championship…
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately…
This paper presents a method to assess a basketball player's performance from his/her first-person video. A key challenge lies in the fact that the evaluation metric is highly subjective and specific to a particular evaluator. We leverage…
Various aspects of computer game design, including adaptive elements of game levels, characteristics of 'bot' behavior, and player matching in multiplayer games, would ideally be sensitive to a player's skill level. Yet, while difficulty…
To take the esports scene to the next level, we introduce PandaSkill, a framework for assessing player performance and skill rating. Traditional rating systems like Elo and TrueSkill often overlook individual contributions and face…
Despite billions of hours of play and copious discussion online, mouse sensitivity recommendations for first-person targeting tasks vary by a factor of 10x or more and remain an active topic of debate in both competitive and recreational…
The role of AI in esports is shifting from leveraging games as a testbed for improving AI algorithms to addressing the needs of the esports players such as enhancing their gaming experience, esports skills, and providing coaching. For AI to…
Egocentric videos can bring a lot of information about how humans perceive the world and interact with the environment, which can be beneficial for the analysis of human behaviour. The research in egocentric video analysis is developing…
Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
In cognitive sciences it is not uncommon to use various games effectively. For example, in artificial intelligence, the RoboCup initiative was to set up to catalyse research on the field of autonomous agent technology. In this paper, we…
Understanding human-object interactions is fundamental in First Person Vision (FPV). Tracking algorithms which follow the objects manipulated by the camera wearer can provide useful cues to effectively model such interactions. Despite a few…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
While video large language models (Video-LLMs) excel in understanding slow-paced, real-world egocentric videos, their capabilities in high-velocity, information-dense virtual environments remain under-explored. Existing benchmarks focus on…
Fieldwork still is the first and foremost source of insight in many disciplines of the geosciences. Virtual fieldwork is an approach meant to enable scientists trained in fieldwork to apply these skills to a virtual representation of…
Esports has emerged as a popular genre for players as well as spectators, supporting a global entertainment industry. Esports analytics has evolved to address the requirement for data-driven feedback, and is focused on cyber-athlete…