Related papers: Toward Understanding Display Size for FPS Esports …
In this paper, we introduce GesPlayer, a gesture-based empowered video player that explores how users can experience their hands as an interface through gestures. We provide three semantic gestures based on the camera of a computer or other…
Gameplay research about experiential phenomena is a challenging undertaking, given the variety of experiences that gamers encounter when playing and which currently do not have a formal taxonomy, such as flow, immersion, boredom, and fun.…
Different from what happens for most types of software systems, testing video games has largely remained a manual activity performed by human testers. This is mostly due to the continuous and intelligent user interaction video games…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
We present a systematic review, an empirical study, and a first set of considerations for designing visualizations in motion, derived from a concrete scenario in which these visualizations were used to support a primary task. In practice,…
Diffusion models (DMs) have achieved significant success in generating imaginative images given textual descriptions. However, they are likely to fall short when it comes to real-life scenarios with intricate details. The low-quality,…
We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops - 4K or greater in…
In the domain of Sport Analytics, Global Positioning Systems devices are intensively used as they permit to retrieve players' movements. Team sports' managers and coaches are interested on the relation between players' patterns of movements…
Game designers use human playtesting to gather feedback about game design elements when iteratively improving a game. Playtesting, however, is expensive: human testers must be recruited, playtest results must be aggregated and interpreted,…
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible…
Hand gesture is a new and promising interface for locomotion in virtual environments. While several previous studies have proposed different hand gestures for virtual locomotion, little is known about their differences in terms of…
The detection of small and medium-sized objects in three dimensions has always been a frontier exploration problem. This technology has a very wide application in sports analysis, games, virtual reality, human animation and other fields.…
Recent studies applied Parameter Efficient Fine-Tuning techniques (PEFTs) to efficiently narrow the performance gap between pre-training and downstream. There are two important factors for various PEFTs, namely, the accessible data size and…
This paper presents a comprehensive study and benchmark on Efficient Perceptual Super-Resolution (EPSR). While significant progress has been made in efficient PSNR-oriented super resolution, approaches focusing on perceptual quality metrics…
The most commonly used interface between a video game and the human user is a handheld "game controller", "game pad", or in some occasions an "arcade stick." Directional pads, analog sticks and buttons - both digital and analog - are linked…
Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss…
With recent advances of Virtual Reality (VR) technology, the deployment of such will dramatically increase in non-entertainment environments, such as professional education and training, manufacturing, service, or low frequency/high risk…
Automated one-to-many (1:N) face recognition is a powerful investigative tool commonly used by law enforcement agencies. In this context, potential matches resulting from automated 1:N recognition are reviewed by human examiners prior to…
The video game industry is larger than both the film and music industries combined. Recommender systems for video games have received relatively scant academic attention, despite the uniqueness of the medium and its data. In this paper, we…