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Recently, extended reality (XR) displays including augmented reality (AR) and virtual reality (VR) have integrated eye tracking capabilities, which could enable novel ways of interacting with XR content. The vergence angle of the eyes…
We argue that 3-D first-person video games are a challenging environment for real-time multi-modal reasoning. We first describe our dataset of human game-play, collected across a large variety of 3-D first-person games, which is both…
We are experiencing an upcoming trend of using head mounted display systems in games and serious games, which is likely to become an established practice in the near future. While these systems provide highly immersive experiences, many…
Focusing on motion of two interacting players in football games, two velocity vectors for the pair of one player and the nearest opponent player exhibit strong alignment. Especially, we find that there exists a characteristic interpersonal…
Human vision is dynamic and continuous. However, in video understanding with multimodal large language models (LLMs), existing methods primarily rely on static features extracted from images sampled at a fixed low frame rate of…
Effects of computer generated 2D and 3D views on the time and precision of bare-handed or tool-mediated eye-hand coordination were investigated in a pick-and-place-task with complete novices. All of them scored well above average in spatial…
Consumer 3D scanners and depth cameras are increasingly being used to generate content and avatars for Virtual Reality (VR) environments and avoid the inconveniences of hand modeling; however, it is sometimes difficult to evaluate…
Research suggests there is a perception that females and underrepresented racial/ethnic minorities have worse gameplay skills and produce less engaging video game streaming content. This bias might impact streamers' audience size, viewers'…
In response to the unique challenges of Mixed Reality (MR) game development, we developed GAMR, an analytics tool specifically designed for MR games. GAMR aims to assist developers in identifying and resolving gameplay issues effectively.…
Developing reliable defenses against patch attacks on object detectors has attracted increasing interest. However, we identify that existing defense evaluations lack a unified and comprehensive framework, resulting in inconsistent and…
What makes humans so good at solving seemingly complex video games? Unlike computers, humans bring in a great deal of prior knowledge about the world, enabling efficient decision making. This paper investigates the role of human priors for…
The variation of pose, illumination and expression makes face recognition still a challenging problem. As a pre-processing in holistic approaches, faces are usually aligned by eyes. The proposed method tries to perform a pixel alignment…
As interactive devices become pervasive, people are beginning to looking for more advanced interaction with televisions in the living room. Interactive television has the potential to offer a very engaging experience. But most common user…
As 3-point shooting in the NBA continues to increase, the importance of perimeter defense has never been greater. Perimeter defenders are often evaluated by their ability to tightly contest shots, but how exactly does contesting a jump shot…
Previous work shows that humans tend to prefer large bounding boxes over small bounding boxes with the same IoU. However, we show here that commonly used object detectors predict large and small boxes equally often. In this work, we…
Vision Transformers (ViTs) and their variants have become state-of-the-art in many computer vision tasks and are widely used as backbones in large-scale vision and vision-language foundation models. While substantial research has focused on…
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are…
Previous work has demonstrated the utility of reductions in the level of detail (LOD) in the periphery of head-tracked, large field of view displays. This paper provides a psychophysically based model, centered around an eye/head movement…
We study the extent to which it is possible to approximate the optimal value of a Unique Games instance in Fixed-Point Logic with Counting (FPC). Formally, we prove lower bounds against the accuracy of FPC-interpretations that map Unique…
This paper presents a general approach for measuring distances between board games within the Ludii general game system. These distances are calculated using a previously published set of general board game concepts, each of which…