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Virtual Reality (VR) streaming enables end-users to seamlessly immerse themselves in interactive virtual environments using even low-end devices. However, the quality of the VR experience heavily relies on Wireless Fidelity (Wi-Fi)…

Networking and Internet Architecture · Computer Science 2024-08-07 Miguel Casasnovas , Costas Michaelides , Marc Carrascosa-Zamacois , Boris Bellalta

Computer vision applications, especially those using augmented reality technology, are becoming quite popular in mobile devices. However, this type of application is known as presenting significant demands regarding resources. In order to…

Computer Vision and Pattern Recognition · Computer Science 2025-11-04 Fabio Diniz Rossi

Physical layer features of Ethernet from the first realization towards the 100 Gb Ethernet (100 GbE) development have been considered. Comparisons of these features are made according to the standardized data rates. Feasible physical layer…

Networking and Internet Architecture · Computer Science 2012-02-07 Omer Bulakci

Given an image sequence featuring a portion of a sports field filmed by a moving and uncalibrated camera, such as the one of the smartphones, our goal is to compute automatically in real time the focal length and extrinsic camera parameters…

Computer Vision and Pattern Recognition · Computer Science 2020-04-01 Leonardo Citraro , Pablo Márquez-Neila , Stefano Savarè , Vivek Jayaram , Charles Dubout , Félix Renaut , Andrés Hasfura , Horesh Ben Shitrit , Pascal Fua

Media streaming has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed sequentially, 3D applications such as gaming require…

Human-Computer Interaction · Computer Science 2022-01-11 Shaoyu Chen , Budmonde Duinkharjav , Xin Sun , Li-Yi Wei , Stefano Petrangeli , Jose Echevarria , Claudio Silva , Qi Sun

We contribute an analysis of situated visualizations in motion in video games for different types of data, with a focus on quantitative and categorical data representations. Video games convey a lot of data to players, to help them succeed…

Human-Computer Interaction · Computer Science 2024-09-13 Federica Bucchieri , Lijie Yao , Petra Isenberg

Today's competition between the professional eSports teams is so strong that in-depth analysis of players' performance literally crucial for creating a powerful team. There are two main approaches to such an estimation: obtaining features…

Human-Computer Interaction · Computer Science 2019-08-20 Anton Smerdov , Evgeny Burnaev , Andrey Somov

Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the…

Computer Vision and Pattern Recognition · Computer Science 2021-06-21 Chintan Trivedi , Antonios Liapis , Georgios N. Yannakakis

Most sports visualizations rely on a combination of spatial, highly temporal, and user-centric data, making sports a challenging target for visualization. Emerging technologies, such as augmented and mixed reality (AR/XR), have brought…

Human-Computer Interaction · Computer Science 2022-11-16 Tica Lin , Zhutian Chen , Johanna Beyer , Yincai Wu , Hanspeter Pfister , Yalong Yang

Neural rendering is a new image and video generation method based on deep learning. It combines the deep learning model with the physical knowledge of computer graphics, to obtain a controllable and realistic scene model, and realize the…

Graphics · Computer Science 2024-02-02 Xinkai Yan , Jieting Xu , Yuchi Huo , Hujun Bao

Elo rating systems measure the approximate skill of each competitor in a game or sport. A competitor's rating increases when they win and decreases when they lose. Increasing one's rating can be difficult work; one must hone their skills…

Combinatorics · Mathematics 2024-04-16 Rikhav Shah

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…

Human-Computer Interaction · Computer Science 2026-04-23 Arka Majhi

Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…

Human-Computer Interaction · Computer Science 2023-10-02 Xiuqi Zhu , Chenyi Wang , Zichun Guo , Yifan Zhao , Yang Jiao

Cloud rendering is widely used in gaming and XR to overcome limited client-side GPU resources and to support heterogeneous devices. Existing systems typically deliver the rendered scene as a 2D video stream, which tightly couples the…

Image and Video Processing · Electrical Eng. & Systems 2026-04-06 Matti Siekkinen , Teemu Kämäräinen

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…

Networking and Internet Architecture · Computer Science 2020-07-31 Jose Saldana , Julian Fernandez Navajas , Jose Ruiz Mas , Luis Sequeira , Luis Casadesus

Most of the players have experienced the feeling of temporarily losing their character in a given gameplay situation when they cannot control the character, simply because they temporarily cannot see it. The main reasons for this feeling…

Human-Computer Interaction · Computer Science 2018-09-05 Norbert Bátfai , Dávid Papp , Renátó Besenczi , Gergő Bogacsovics , Dávid Veres

A versatile video depth estimation model should (1) be accurate and consistent across frames, (2) produce high-resolution depth maps, and (3) support real-time streaming. We propose FlashDepth, a method that satisfies all three…

Computer Vision and Pattern Recognition · Computer Science 2025-06-03 Gene Chou , Wenqi Xian , Guandao Yang , Mohamed Abdelfattah , Bharath Hariharan , Noah Snavely , Ning Yu , Paul Debevec

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…

Machine Learning · Computer Science 2025-01-23 Maxime De Bois , Flora Parmentier , Raphaël Puget , Matthew Tanti , Jordan Peltier

In this paper, we study the effect of 3D videos with increased frame rates on the viewers quality of experience. We performed a series of subjective tests to seek the subjects preferences among videos of the same scene at four different…

Image and Video Processing · Electrical Eng. & Systems 2018-03-14 Amin Banitalebi-Dehkordi , Mahsa T. Pourazad , Panos Nasiopoulos

Sports analysis and viewing play a pivotal role in the current sports domain, offering significant value not only to coaches and athletes but also to fans and the media. In recent years, the rapid development of virtual reality (VR) and…

Computer Vision and Pattern Recognition · Computer Science 2024-05-03 Wenxuan Guo , Zhiyu Pan , Ziheng Xi , Alapati Tuerxun , Jianjiang Feng , Jie Zhou