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Video-game projects are notorious for having day-one bugs, no matter how big their budget or team size. The quality of a game is essential for its success. This quality could be assessed and ensured through testing. However, to the best of…

Software Engineering · Computer Science 2021-03-12 Cristiano Politowski , Fabio Petrillo , Yann-Gäel Guéhéneuc

The representation of politics in media influences societal perceptions and attitudes. Video games, as a pervasive form of media, contribute significantly to this phenomenon. In this work, we explore political themes within video games by…

Human-Computer Interaction · Computer Science 2024-06-12 Lisa Gutwenger , Stephan Keller , Martin Dolezal , Bernhard Schnögl , Sebastian Rous , Klaus Poier , Johanna Pirker

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…

Computer Vision and Pattern Recognition · Computer Science 2015-09-30 Eduardo M. Pereira , Jaime S. Cardoso , Ricardo Morla

How can we tell whether a video has been sped up or slowed down? How can we generate videos at different speeds? Although videos have been central to modern computer vision research, little attention has been paid to perceiving and…

Computer Vision and Pattern Recognition · Computer Science 2026-04-24 Yen-Siang Wu , Rundong Luo , Jingsen Zhu , Tao Tu , Ali Farhadi , Matthew Wallingford , Yu-Chiang Frank Wang , Steve Marschner , Wei-Chiu Ma

We develop predictive models of pedestrian dynamics by encoding the coupled nature of multi-pedestrian interaction using game theory, and deep learning-based visual analysis to estimate person-specific behavior parameters. Building…

Computer Vision and Pattern Recognition · Computer Science 2017-03-29 Wei-Chiu Ma , De-An Huang , Namhoon Lee , Kris M. Kitani

Over the last several decades, computer games started to have a significant impact on society. However, although a computer game is a type of software, the process to conceptualize, produce and deliver a game could involve unusual features.…

With the proliferation of various gaming technology, services, game styles, and platforms, multi-dimensional aesthetic assessment of the gaming contents is becoming more and more important for the gaming industry. Depending on the diverse…

Computer Vision and Pattern Recognition · Computer Science 2021-01-29 Zhenyu Lei , Yejing Xie , Suiyi Ling , Andreas Pastor , Junle Wang , Patrick Le Callet

Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…

Human-Computer Interaction · Computer Science 2017-08-22 Anna Iurchenko

Sports data analysis is becoming increasingly large-scale, diversified, and shared, but difficulty persists in rapidly accessing the most crucial information. Previous surveys have focused on the methodologies of sports video analysis from…

Computer Vision and Pattern Recognition · Computer Science 2017-03-06 Huang-Chia Shih

Ever-increasing smartphone-generated video content demands intelligent techniques to edit and enhance videos on power-constrained devices. Most of the best performing algorithms for video understanding tasks like action recognition,…

Computer Vision and Pattern Recognition · Computer Science 2021-10-05 Rishubh Parihar , Gaurav Ramola , Ranajit Saha , Ravi Kini , Aniket Rege , Sudha Velusamy

We are perceiving and communicating with the world in a multisensory manner, where different information sources are sophisticatedly processed and interpreted by separate parts of the human brain to constitute a complex, yet harmonious and…

Computer Vision and Pattern Recognition · Computer Science 2024-06-12 Ye Zhu , Yu Wu , Nicu Sebe , Yan Yan

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…

Computer Vision and Pattern Recognition · Computer Science 2021-06-21 Chintan Trivedi , Antonios Liapis , Georgios N. Yannakakis

Transitions are widely used in data videos to seamlessly connect data-driven charts or connect visualizations and non-data-driven motion graphics. To inform the transition designs in data videos, we conduct a content analysis based on more…

Human-Computer Interaction · Computer Science 2020-09-14 Junxiu Tang , Lingyun Yu , Tan Tang , Xinhuan Shu , Lu Ying , Yuhua Zhou , Peiran Ren , Yingcai Wu

Motion Magnification (MM) is a collection of relative recent techniques within the realm of Image Processing. The main motivation of introducing these techniques in to support the human visual system to capture relevant displacements of an…

Computer Vision and Pattern Recognition · Computer Science 2024-11-15 Nadaniela Egidi , Josephin Giacomini , Paolo Leonesi , Pierluigi Maponi , Federico Mearelli , Edin Trebovic

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…

Uncertainty is widely acknowledged as an engaging gameplay element but rarely used in exergames. In this research, we explore the role of uncertainty in exergames and introduce three uncertain elements (false-attacks, misses, and critical…

Human-Computer Interaction · Computer Science 2021-01-18 Wenge Xu , Hai-Ning Liang , Kangyou Yu , Nilufar Baghaei

Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other…

Human-Computer Interaction · Computer Science 2020-08-07 Andrey Krekhov , Daniel Preuß , Sebastian Cmentowski , Jens Krüger

We investigate research challenges and opportunities for visualization in motion during outdoor physical activities via an initial corpus of real-world recordings that pair egocentric video, biometrics, and think-aloud observations. With…

Human-Computer Interaction · Computer Science 2024-09-11 Ahmed Elshabasi , Lijie Yao , Petra Isenberg , Charles Perin , Wesley Willett

We address goal-based imitation learning, where the aim is to output the symbolic goal from a third-person video demonstration. This enables the robot to plan for execution and reproduce the same goal in a completely different environment.…

The purpose of this work is to explore a teaching methodology aimed at communicating topics and subjects not typically studied and analyzed in the (Italian) secondary school. We focused specifically on the use of videogames as a…

Physics Education · Physics 2026-01-15 Alessio Focardi , Franco Bagnoli , Andrea Guazzini , Giorgio Gronchi
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