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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…

Computation and Language · Computer Science 2026-04-02 Gyuseok Lee , Wonbin Kweon , Zhenrui Yue , SeongKu Kang , Jiawei Han , Dong Wang

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…

Graphics · Computer Science 2025-07-10 Arjun Madhusudan , Benjamin Watson

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…

Human-Computer Interaction · Computer Science 2023-10-02 Xiuqi Zhu , Chenyi Wang , Zichun Guo , Yifan Zhao , Yang Jiao

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…

Human-Computer Interaction · Computer Science 2023-11-14 Zekun Cao , Regis Kopper

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…

Graphics · Computer Science 2022-09-01 Josef Spjut , Arjun Madhusudan , Benjamin Watson , Ben Boudaoud , Joohwan Kim

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…

Computer Vision and Pattern Recognition · Computer Science 2025-09-30 Tianxiong Zhong , Xingye Tian , Boyuan Jiang , Xuebo Wang , Xin Tao , Pengfei Wan , Zhiwei Zhang

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…

Human-Computer Interaction · Computer Science 2023-06-06 Taeho Kang , Christian Wallraven

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…

Computer Vision and Pattern Recognition · Computer Science 2018-10-11 Suiyi Ling , Jesús Gutiérrez , Gu Ke , Patrick Le Callet

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…

Human-Computer Interaction · Computer Science 2016-04-04 Eugene Wu , Lilong Jiang , Larry Xu , Arnab Nandi

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…

Computer Vision and Pattern Recognition · Computer Science 2025-07-11 Xi Xiao , Yunbei Zhang , Xingjian Li , Tianyang Wang , Xiao Wang , Yuxiang Wei , Jihun Hamm , Min Xu

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…

Computer Vision and Pattern Recognition · Computer Science 2026-03-03 Zhihang Zhong , Yiming Zhang , Wei Wang , Xiao Sun , Yu Qiao , Gurunandan Krishnan , Sizhuo Ma , Jian Wang

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.…

Human-Computer Interaction · Computer Science 2021-05-24 Josef Spjut , Ben Boudaoud , Joohwan Kim

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…

Human-Computer Interaction · Computer Science 2023-10-11 A K M Amanat Ullah , William Delamare , Khalad Hasan

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)…

Networking and Internet Architecture · Computer Science 2024-08-07 Miguel Casasnovas , Costas Michaelides , Marc Carrascosa-Zamacois , Boris Bellalta

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…

Multimedia · Computer Science 2018-02-19 Shaowei Xie , Qiu Shen , Yiling Xu , Qiaojian Qian , Shaowei Wang , Zhan Ma , Wenjun Zhang

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…

Human-Computer Interaction · Computer Science 2018-05-22 João Antunes , Pedro Santana

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…

General Economics · Economics 2025-12-02 C. Monica Capra , Charles A. Holt , Po-Hsuan Lin

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,…

Human-Computer Interaction · Computer Science 2016-11-28 Teemu Kämäräinen , Matti Siekkinen , Antti Ylä-Jääski , Wenxiao Zhang , Pan Hui

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…

Computer Vision and Pattern Recognition · Computer Science 2023-03-30 Yunfan Lu , Zipeng Wang , Minjie Liu , Hongjian Wang , Lin Wang