Related papers: Situated Visualization in Motion for Video Games
The interactive game theoretical approach to the description of perception processes is proposed. The subject is treated formally in terms of a new class of the verbalizable interactive games which are called the perception games. An…
This report documents the results found through surveys and interviews on how visualizations help the employees in their workspace. The objectives of this study were to get in-depth knowledge on what prepares an employee to have the right…
Understanding player strategies is a key question when analyzing player behavior both for academic researchers and industry practitioners. For game designers and game user researchers, it is important to gauge the distance between intended…
The challenge of navigation in environments with dynamic objects continues to be a central issue in the study of autonomous agents. While predictive methods hold promise, their reliance on precise state information makes them less practical…
In geographic data videos, camera movements are frequently used and combined to present information from multiple perspectives. However, creating and editing camera movements requires significant time and professional skills. This work aims…
In this paper, we study the challenging problem of predicting the dynamics of objects in static images. Given a query object in an image, our goal is to provide a physical understanding of the object in terms of the forces acting upon it…
Representing games through their pixels offers a promising approach for building general-purpose and versatile game models. While games are not merely images, neural network models trained on game pixels often capture differences of the…
Visual localization enables autonomous vehicles to navigate in their surroundings and augmented reality applications to link virtual to real worlds. Practical visual localization approaches need to be robust to a wide variety of viewing…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
We define "visual story-writing" as using visual representations of story elements to support writing and revising narrative texts. To demonstrate this approach, we developed a text editor that automatically visualizes a graph of entity…
We describe a novel architecture for semantic image retrieval---in particular, retrieval of instances of visual situations. Visual situations are concepts such as "a boxing match," "walking the dog," "a crowd waiting for a bus," or "a game…
In the coming era of exascale supercomputing, in-situ visualization will be a crucial approach for reducing the output data size. A problem of in-situ visualization is that it loses interactivity if a steering method is not adopted. In this…
Current large-scale video datasets focus on general human activity, but lack depth of coverage on fine-grained activities needed to address physical skill learning. We introduce SportSkills, the first large-scale sports dataset geared…
In recent years, the field of autonomous driving has attracted increasingly significant public interest. Accurately forecasting the future behavior of various traffic participants is essential for the decision-making of Autonomous Vehicles…
We introduce motion graph, a novel approach to the video prediction problem, which predicts future video frames from limited past data. The motion graph transforms patches of video frames into interconnected graph nodes, to comprehensively…
People often struggle to interpret data with extremely large or small values, or ranges spanning multiple orders of magnitude. While traditional approaches, such as log scales and multiscale visualizations, can help, we explore in this…
This paper strives for motion-focused video-language representations. Existing methods to learn video-language representations use spatial-focused data, where identifying the objects and scene is often enough to distinguish the relevant…
Video games have become an integral part of most people's lives in recent times. This led to an abundance of data related to video games being shared online. However, this comes with issues such as incorrect ratings, reviews or anything…
Motion is a fundamental cue for scene analysis and human activity understan- ding in videos. It can be encoded in trajectories for tracking objects and for action recognition, or in form of flow to address behaviour analysis in crowded…
Designing pacing for video games presents a unique set of challenges. Due to their interactivity, non-linearity, and narrative nature, many aspects must be coordinated and considered simultaneously. In addition, games are often developed in…