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Size and distance perception in Virtual Reality (VR) have been widely studied, albeit in a controlled laboratory setting with a small number of participants. We describe a fully remote perceptual study with a gamified protocol to encourage…

Human-Computer Interaction · Computer Science 2021-05-04 Rahul Arora , Jiannan Li , Gongyi Shi , Karan Singh

With the recent increase in the quantity of high fidelity games appearing on mobile devices and the recent trend of gaming focused mobile devices, there is a new requirement for a clear and comprehensive measure of the quality of gaming…

Human-Computer Interaction · Computer Science 2019-10-31 Hesham Dar , James Kwan , Yang Liu , Omiros Pantazis , Robert Sharp

Interactive world models for first-person shooter (FPS) games must resolve high-frequency overlapping control signals at every frame without disrupting unaffected regions. Existing methods inject actions globally and train on single titles,…

Computer Vision and Pattern Recognition · Computer Science 2026-05-29 Zizhao Tong , Yeying Jin , Hongfeng Lai , Zeqing Wang , Zhaohu Xing , Kexu Cheng , Haoran Xu , Zhao Pu , Shangwen Zhu , Ruili Feng , Jian Zhao , Yan Zhang , Hao Tang , Ling Shao

The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of…

Computer Vision and Pattern Recognition · Computer Science 2015-04-06 Alejandro Betancourt , Pietro Morerio , Carlo S. Regazzoni , Matthias Rauterberg

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

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

The growing complexity of computational workloads has amplified the need for efficient and specialized hardware accelerators. Field Programmable Gate Arrays (FPGAs) and Graphics Processing Units (GPUs) have emerged as prominent solutions,…

Hardware Architecture · Computer Science 2025-11-11 Arnab A Purkayastha , Jay Tharwani , Shobhit Aggarwal

Eye gaze controlled interfaces allow us to directly manipulate a graphical user interface just by looking at it. This technology has great potential in military aviation, in particular, operating different displays in situations where…

As blind and low-vision (BLV) players engage more deeply with games, accessibility features have become essential. While some research has explored tools and strategies to enhance game accessibility, the specific experiences of these…

Human-Computer Interaction · Computer Science 2025-02-17 Zihe Ran , Xiyu Li , Qing Xiao , Xianzhe Fan , Franklin Mingzhe Li , Yanyun Wang , Zhicong Lu

Asymmetric schemes have widespread applications in the 3D video transmission pipeline. The significance of eye dominance becomes a concern when designing such schemes. In this paper, in order to investigate the effect of eye dominance on…

Graphics · Computer Science 2018-03-14 Amin Banitalebi-Dehkordi , Mahsa T. Pourazad , Panos Nasiopoulos

Virtual reality (VR) allows users to see and manipulate virtual scenes and items through input devices, like head-mounted displays. In this study, the effects of button size, spacing, and depth on the usability of virtual buttons in VR…

Human-Computer Interaction · Computer Science 2018-09-18 Kyudong Park , Dohyeon Kim , Sung H. Han

One-handed use of smartphones is a common scenario in daily life. However, use of smartphones with thumb gives limited reachability to the complete screen. This problem is more severe when targets are located at corners of the device or far…

Human-Computer Interaction · Computer Science 2022-08-19 Siddharth Mehrotra , Saurav Das , Sourabh Zanwar

Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…

Human-Computer Interaction · Computer Science 2019-10-16 Konstantinos Makantasis , Antonios Liapis , Georgios N. Yannakakis

Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life…

Multimedia · Computer Science 2020-04-06 Tanja Kojić , Danish Ali , Robert Greinacher , Sebastian Möller , Jan-Niklas Voigt-Antons

End-to-end (e2e) latency in head-mounted displays (HMD) is the time delay between a physical change in the world (e.g., a user's head movement) and the moment the display updates to reflect that change. Tracking, rendering, and other…

Graphics · Computer Science 2026-05-13 Eric Penner , Josephine D'Angelo , Clinton Smith , Nathan Matsuda , Neethan Siva , Phillip Guan

Tracking the ball is critical for video-based analysis of team sports. However, it is difficult, especially in low-resolution images, due to the small size of the ball, its speed that creates motion blur, and its often being occluded by…

Computer Vision and Pattern Recognition · Computer Science 2015-12-02 Andrii Maksai , Xinchao Wang , Pascal Fua

A key challenge of infrared small target segmentation (ISTS) is to balance false negative pixels (FNs) and false positive pixels (FPs). Traditional methods combine FNs and FPs into a single objective by weighted sum, and the optimization…

Computer Vision and Pattern Recognition · Computer Science 2022-09-16 Heng Zhou , Chunna Tian , Zhenxi Zhang , Chengyang Li , Yongqiang Xie , Zhongbo Li

We proposed viewpoint-tolerant shared depth perception without individual tracking by leveraging human cognitive compensation in universally 3D rendered images on a wall-sized display. While traditional 3D perception-enabled display systems…

Human-Computer Interaction · Computer Science 2025-08-29 Dooyoung Kim , Jinseok Hong , Heejeong Ko , Woontack Woo

This work aims to investigate how the amenities offered by Intelligent Environments can be used to shape new types of useful, exciting and fulfilling experiences while watching sports or movies. Towards this direction, two ambient media…

Human-Computer Interaction · Computer Science 2021-05-24 Asterios Leonidis , Maria Korozi , Vassilis Kouroumalis , Emmanouil Adamakis , Dimitris Milathianakis , Constantine Stephanidis

Wall-Sized Displays have spatial characteristics that are difficult to address during user interface design. The design at scale 1:1 could be part of the solution. In this paper, we present the results of two user studies and one technology…

Human-Computer Interaction · Computer Science 2025-07-22 Lou Schwartz , Mohammad Ghoniem , Valérie Maquil , Adrien Coppens , Johannes Hermen