Related papers: FirstPersonScience: Quantifying Psychophysics for …
This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D game engine,…
While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the…
General physical scene understanding requires more than simply localizing and recognizing objects -- it requires knowledge that objects can have different latent properties (e.g., mass or elasticity), and that those properties affect the…
The majority of experiments in fundamental science today are designed to be multi-purpose: their aim is not simply to measure a single physical quantity or process, but rather to enable increased precision in the measurement of a number of…
The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
Proper training and analytics in eSports require accurately collected and annotated data. Most eSports research focuses exclusively on in-game data analysis, and there is a lack of prior work involving eSports athletes' psychophysiological…
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly…
This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
While esports organizations are increasingly adopting practices of conventional sports teams, such as dedicated analysts and data-driven decision-making, video-based game review is still the primary mode of game analysis. In conventional…
Coaching technology, wearables and exergames can provide quantitative feedback based on measured activity, but there is little evidence of qualitative feedback to aid technique improvement. To achieve personalised qualitative feedback, we…
In the video game industry, great importance is given to the experience that the user has while playing a game. In particular, this experience benefits from the players' perceived sense of being in the game or immersion. The level of user…
Quantum physics holds the promise of enabling certain tasks with better performance than possible when only classical resources are employed. The quantum phenomena present in many experiments signify nonclassical behavior, but do not always…
Any scientific attempt to explain consciousness is tasked with reconciling the third person objective perspective of science with our first person subjective experience of the world. A good point of departure is to consider situations in…
Player Experience Modelling (PEM) is the study of AI techniques applied to modelling a player's experience within a video game. PEM development can be labour-intensive, requiring expert hand-authoring or specialized data collection. In this…
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. Visual…
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design…
Recent discoveries in VR have opened up scope for designing physical tools and controllers to enhance immersion, through perceived reality. In a virtually simulated sports scenario it is challenging to immerse user because most of the…
Visual object tracking and segmentation are becoming fundamental tasks for understanding human activities in egocentric vision. Recent research has benchmarked state-of-the-art methods and concluded that first person egocentric vision…
As a relatively new form of sport, esports offers unparalleled data availability. Despite the vast amounts of data that are generated by game engines, it can be challenging to extract them and verify their integrity for the purposes of…