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Defining and measuring decision-making styles, also known as playstyles, is crucial in gaming, where these styles reflect a broad spectrum of individuality and diversity. However, finding a universally applicable measure for these styles…
Spectating digital games can be exciting. However, due to its vicarious nature, spectators often wish to engage in the gameplay beyond just watching and cheering. To blur the boundaries between spectators and players, we propose a novel…
Esports athletes often reduce visual quality to improve latency and frame rate, and increase their in-game performance. Little research has examined the effects of this visuo-spatial tradeoff on performance, but we could find no work…
The current study investigated the gaze movements of FPS gamers in actual game environments. We developed a low-cost analysis tool using Python to identify gaze movements in real-world gaming environments. In Experiment 1, 11 middle-skilled…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
Extended reality technology has become a useful tool in many applications, but still suffers from visual deviations that can hamper the utility of the technology. This paper discusses the types of persisting visual deviations experienced…
In video games, players' perception of the game world and related information depends on their or the game designer's choice of a virtual camera model. In this paper, we attempt to answer the research question of whether it is possible to…
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…
The goal of video games is to challenge and entertain the players. Successful video games deliver experience that impact players on a level of arousal. Therefore undertaking a user experience (UX) study is crucial to ensure that a game…
Vision science imposes rigorous requirements for the design and execution of psychophysical studies and experiments. These requirements ensure precise control over variables, accurate measurement of perceptual responses, and reproducibility…
The popularity of electronic games has grown steadily in recent years, attracting a broad audience across age groups. With this growth comes a large volume of related data, prompting efforts like the PlayMyData to compile and share…
Gyroscope integration in Xbox controllers offers new possibilities for enhancing gaming experiences, particularly in first-person shooter (FPS) games. To investigate its potential, we conducted an empirical study with 11 participants,…
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…
Target pointing selection is a fundamental task. According to Fitts' law, users need more time to select targets with smaller sizes. Expanding the target to a larger size is a practical approach that can facilitate pointing selection. It…
In research and practice into the accessibility of digital games, much of the work has focused on how to make games accessible to people with disa- bilities. With an increasing number of people with disabilities playing main- stream…
In projectors and head-mounted displays, an out-of-focus image appears blurred. Even when a display itself is in focus, computer operation may be hindered if the display is far from the user or if a user has poor visual acuity, because the…
When developing technologies for the Metaverse, it is important to understand the needs and requirements of end users. Relatively little is known about the specific perspectives on the use of the Metaverse by the youngest audience: children…
We consider the problem of learning to play first-person shooter (FPS) video games using raw screen images as observations and keyboard inputs as actions. The high-dimensionality of the observations in this type of applications leads to…
Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…
Sighted players gain spatial awareness within video games through sight and spatial awareness tools (SATs) such as minimaps. Visually impaired players (VIPs), however, must often rely heavily on SATs to gain spatial awareness, especially in…