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Reward factorization personalizes large language models (LLMs) by decomposing rewards into shared basis functions and user-specific weights. Yet, existing methods estimate user weights from scarce data in isolation and as deterministic…
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…
Virtual Reality (VR) broadcasting has seen widespread adoption in major sports events, attributed to its ability to generate a sense of presence, curiosity, and excitement among viewers. However, we have noticed that still shots reveal a…
Visually-induced motion sickness (VIMS), a side effect of perceived motion caused by visual stimulation, is a major obstacle to the widespread use of Virtual Reality (VR). Along with scene object information, visual stimulation can be…
Trotterization-based, iterative approaches to quantum simulation are restricted to simulation times less than the coherence time of the quantum computer, which limits their utility in the near term. Here, we present a hybrid…
Real-time graphics is commonly thought of as anything exceeding about 30 fps, where the interactivity of the application becomes fluid enough for high rates of interaction. Inspired by esports and competitive gaming, where players regularly…
Modern video generation frameworks based on Latent Diffusion Models suffer from inefficiencies in tokenization due to the Frame-Proportional Information Assumption. Existing tokenizers provide fixed temporal compression rates, causing the…
Virtual Reality (VR) is seeing increased adoption across many fields. The field of experimental cognitive science is also testing utilization of the technology combined with physiological measures such as electroencephalography (EEG) and…
Free-Viewpoint Video (FVV) systems allow the viewers to freely change the viewpoints of the scene. In such systems, view synthesis and compression are the two main sources of artifacts influencing the perceived quality. To assess this…
Interactive visual applications create animations that encode changes in the data. For example, cross-filtering dynamically updates linked visualizations based on the user's continuous brushing actions. The animated effects resulting from…
Visual Prompt Tuning (VPT) has emerged as a parameter-efficient fine-tuning paradigm for vision transformers, with conventional approaches utilizing dataset-level prompts that remain the same across all input instances. We observe that this…
Existing video frame interpolation (VFI) methods blindly predict where each object is at a specific timestep t ("time indexing"), which struggles to predict precise object movements. Given two images of a baseball, there are infinitely many…
Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone.…
Large curved displays inside Virtual Reality environments are becoming popular for visualizing high-resolution content during analytical tasks, gaming or entertainment. Prior research showed that such displays provide a wide field of view…
Virtual Reality (VR) streaming enables end-users to seamlessly immerse themselves in interactive virtual environments using even low-end devices. However, the quality of the VR experience heavily relies on Wireless Fidelity (Wi-Fi)…
Immersive video offers the freedom to navigate inside virtualized environment. Instead of streaming the bulky immersive videos entirely, a viewport (also referred to as field of view, FoV) adaptive streaming is preferred. We often stream…
This paper studies the use of eye tracking in a First-Person Shooter (FPS) game as a~mechanism to: (1) control the attention of the player's avatar according to the attention deployed by the player, and (2) guide the gameplay and game's…
When players make sequential decisions that are unobservable to one another, their behavior can nonetheless be influenced by knowing who moves first. This sequential structure, often referred to as "virtual observability," suggests that…
In this paper we measure the step-wise latency in the pipeline of three kinds of interactive mobile video applications that are rapidly gaining popularity, namely Remote Graphics Rendering (RGR) of which we focus on mobile cloud gaming,…
Event cameras sense the intensity changes asynchronously and produce event streams with high dynamic range and low latency. This has inspired research endeavors utilizing events to guide the challenging video superresolution (VSR) task. In…