Related papers: FirstPersonScience: Quantifying Psychophysics for …
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
Quantitatively evaluating and comparing the performance of robotic solutions that are designed to work under a variety of conditions is inherently challenging because they need to be evaluated under numerous precisely repeatable conditions…
Although First Person Vision systems can sense the environment from the user's perspective, they are generally unable to predict his intentions and goals. Since human activities can be decomposed in terms of atomic actions and interactions…
Our paper is research in progress that is research investigating the use of games technology to enhance the learning of a physical skill. The Microsoft Kinect is a system designed for gaming with the capability to track the movement of…
By providing substantial amounts of data and standardized evaluation protocols, datasets in computer vision have helped fuel advances across all areas of visual recognition. But even in light of breakthrough results on recent benchmarks, it…
Basketball games evolve continuously in space and time as players constantly interact with their teammates, the opposing team, and the ball. However, current analyses of basketball outcomes rely on discretized summaries of the game that…
Technology has had an unquestionable impact on the way people watch sports. Along with this technological evolution has come a higher standard to ensure a good viewing experience for the casual sports fan. It can be argued that the…
We present our initial investigation of key challenges and potentials of immersive analytics (IA) in sports, which we call SportsXR. Sports are usually highly dynamic and collaborative by nature, which makes real-time decision making…
The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly…
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
Egocentric human pose estimation aims to estimate human body poses and develop body representations from a first-person camera perspective. It has gained vast popularity in recent years because of its wide range of applications in sectors…
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA based physiological measurements as a…
Marksmanship practices are required in various professions, including police, military personnel, hunters, as well as sports shooters, such as Olympic shooting, biathlon, and modern pentathlon. The current form of training and coaching is…
Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with…
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and…
We propose a novel framework for accurate 3D human pose estimation in combat sports using sparse multi-camera setups. Our method integrates robust multi-view 2D pose tracking via a transformer-based top-down approach, employing epipolar…
Deep learning has the potential to revolutionize sports performance, with applications ranging from perception and comprehension to decision. This paper presents a comprehensive survey of deep learning in sports performance, focusing on…
(arXiv abridged abstract) In the last two decades, videogames have evolved in a nearly explosive way from the pixelated graphics to today's near-realistic 3D environments. The interaction devices traditionally used in videogames have not…
Humans are routinely asked to evaluate the performance of other individuals, separating success from failure and affecting outcomes from science to education and sports. Yet, in many contexts, the metrics driving the human evaluation…