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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…
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…
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,…
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…
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…
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…
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,…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…
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…