Related papers: The Esports Frontier: Rendering for Competitive Ga…
The increasing complexity of Extended Reality (XR) applications demands substantial processing power and high bandwidth communications, often unavailable on lightweight devices. Remote rendering consists of offloading processing tasks to a…
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…
G-SYNC technology matches formerly regular display refreshes to irregular frame updates, improving frame rates and interactive latency. In a previous study of gaming at the 30Hz frame rates common on consoles, players of Battlefield 4 were…
We present a comparative study of the players' and professional players' (athletes') performance in Counter Strike: Global Offensive (CS:GO) discipline. Our study is based on ubiquitous sensing helping identify the biometric features…
Variable frame timing (VFT), or changes in the time intervals between discrete frame images displayed to users, deviates from our traditional conceptualization of frame rate in which all frame times are equal. With the advent of variable…
Neural Radiance Field (NeRF) has emerged as a leading technique for novel view synthesis, owing to its impressive photorealistic reconstruction and rendering capability. Nevertheless, achieving real-time NeRF rendering in large-scale scenes…
eSports industry has greatly progressed within the last decade in terms of audience and fund rising, broadcasting, networking and hardware. Since the number and quality of professional team has evolved too, there is a reasonable need in…
This tutorial paper analyzes the traffic characteristics of immersive experiences with extended reality (XR) technologies, including Augmented reality (AR), virtual reality (VR), and mixed reality (MR). The current trend in XR applications…
Esports, despite its expanding interest, lacks fundamental sports analytics resources such as accessible data or proven and reproducible analytical frameworks. Even Counter-Strike: Global Offensive (CSGO), the second most popular esport,…
In daily fantasy sports, players enter into "contests" where they compete against each other by building teams of athletes that score fantasy points based on what actually occurs in a real-life sports match. For any given sports match,…
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…
Scaling generative inverse and forward rendering to real-world scenarios is bottlenecked by the limited realism and temporal coherence of existing synthetic datasets. To bridge this persistent domain gap, we introduce a large-scale, dynamic…
Video gaming streaming services are growing rapidly due to new services such as passive video streaming, e.g. Twitch.tv, and cloud gaming, e.g. Nvidia Geforce Now. In contrast to traditional video content, gaming content has special…
Esports gaming is an area in which videogame players need to cooperate and compete with each other, influencing their cognitive load, processing, stress, and social skills. Here it is unknown to which extent competitive videogame play using…
eXtended reality (XR) technologies such as virtual reality and 360{\deg} stereoscopic streaming enable the concept of the Metaverse, an immersive virtual space for collaboration and interaction. To ensure high fidelity display of immersive…
eSports is a developing multidisciplinary research area. At present, there is a lack of relevant data collected from real eSports athletes and lack of platforms which could be used for the data collection and further analysis. In this…
Technological advances have paved the way for collecting high-resolution network data in basketball, football, and other team-based sports. Such data consist of interactions among players of competing teams indexed by space and time.…
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…
Video frame transmission delay is critical in real-time applications such as online video gaming, live show, etc. The receiving deadline of a new frame must catch up with the frame rendering time. Otherwise, the system will buffer a while,…
In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present…