Related papers: Visualization in Motion in Video Games for Differe…
In this thesis we address two related aspects of visual object recognition: the use of motion information, and the use of internal supervision, to help unsupervised learning. These two aspects are inter-related in the current study, since…
Visual-based human action recognition can be found in various application fields, e.g., surveillance systems, sports analytics, medical assistive technologies, or human-robot interaction frameworks, and it concerns the identification and…
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…
In recent years, studies in different areas have used gamification to improve users' flow experience. However, due to the high variety of the conducted studies and the lack of secondary studies (e.g., systematic literature reviews) in this…
We survey a number of data visualization techniques for analyzing Computer Vision (CV) datasets. These techniques help us understand properties and latent patterns in such data, by applying dataset-level analysis. We present various…
The literature describes many visualization techniques for different types of data, tasks, and application contexts, and new techniques are proposed on a regular basis. Visualization surveys try to capture the immense space of techniques…
The aim of video summarization is to shorten videos automatically while retaining the key information necessary to convey the overall story. Video summarization methods mainly rely on visual factors, such as visual consecutiveness and…
The popularity of computer games is remarkably high and is still growing every year. Despite this popularity and the economical importance of gaming, research in game design, or to be more precise, of game mechanics that can be used to…
This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible…
A core challenge for an agent learning to interact with the world is to predict how its actions affect objects in its environment. Many existing methods for learning the dynamics of physical interactions require labeled object information.…
Designing effective game tutorials is crucial for a smooth learning curve for new players, especially in games with many rules and complex core mechanics. Evaluating the effectiveness of these tutorials usually requires multiple iterations…
Human motion generation involves creating natural sequences of human body poses, widely used in gaming, virtual reality, and human-computer interaction. It aims to produce lifelike virtual characters with realistic movements, enhancing…
Recent advancements in video generation have witnessed significant progress, especially with the rapid advancement of diffusion models. Despite this, their deficiencies in physical cognition have gradually received widespread attention -…
Despite the rapid progress of video generation models, the role of data in influencing motion is poorly understood. We present Motive (MOTIon attribution for Video gEneration), a motion-centric, gradient-based data attribution framework…
Image- and video-based 3D human recovery (i.e., pose and shape estimation) have achieved substantial progress. However, due to the prohibitive cost of motion capture, existing datasets are often limited in scale and diversity. In this work,…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Human motion synthesis is an important problem with applications in graphics, gaming and simulation environments for robotics. Existing methods require accurate motion capture data for training, which is costly to obtain. Instead, we…
Vision based human motion recognition has fascinated many researchers due to its critical challenges and a variety of applications. The applications range from simple gesture recognition to complicated behaviour understanding in…
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…
Researchers have used machine learning approaches to identify motion sickness in VR experience. These approaches demand an accurately-labeled, real-world, and diverse dataset for high accuracy and generalizability. As a starting point to…