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相关论文: The Influence of Variable Frame Timing on First-Pe…

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For first-person shooting game players, display refresh rate is important for a smooth experience. Multiple studies have shown that a low display refresh rate will reduce gamers' experience and performance. However, the human eye's…

人机交互 · 计算机科学 2024-06-21 Haoshen Qin , Zixian Zhu

We present a first study of the effects of frame time variations, in both deviation around mean frame times and period of fluctuation, on task performance in a virtual environment (VE). Chosen are open and closed loop tasks that are typical…

人机交互 · 计算机科学 2025-07-24 Benjamin Watson , Victoria Spaulding , Neff Walker , William Ribarsky

In networked video applications, the frame rate (FR) and quantization stepsize (QS) of a compressed video are often adapted in response to the changes of the available bandwidth. It is important to understand how do the variation of FR and…

多媒体 · 计算机科学 2014-06-10 Yen-Fu Ou , Wenzhi Lin , Huiqi Zeng , Yao Wang

Many phenomena of interest in nature and industry occur rapidly and are difficult and cost-prohibitive to visualize properly without specialized cameras. Here we describe in detail the Virtual Frame Technique (VFT), a simple, useful, and…

仪器与探测器 · 物理学 2019-08-06 Sam Dillavou , Shmuel M Rubinstein , John M Kolinski

Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…

人机交互 · 计算机科学 2024-10-28 Ritik Vatsal , Shrivatsa Mishra , Rushil Thareja , Mrinmoy Chakrabarty , Ojaswa Sharma , Jainendra Shukla

We consider the problem of capturing distortions arising from changes in frame rate as part of Video Quality Assessment (VQA). Variable frame rate (VFR) videos have become much more common, and streamed videos commonly range from 30 frames…

图像与视频处理 · 电气工程与系统科学 2022-05-24 Pavan C. Madhusudana , Neil Birkbeck , Yilin Wang , Balu Adsumilli , Alan C. Bovik

User expectations impact the evaluation of new interactive systems. Increased expectations may enhance the perceived effectiveness of interfaces in user studies, similar to a placebo effect observed in medical studies. To showcase the…

人机交互 · 计算机科学 2024-03-21 Esther Bosch , Robin Welsch , Tamim Ayach , Christopher Katins , Thomas Kosch

The amount of interest in Virtual Reality (VR) research has significantly increased over the past few years, both in academia and industry. The release of commercial VR Head-Mounted Displays (HMDs) has been a major contributing factor.…

人机交互 · 计算机科学 2020-10-08 Diego Monteiro , Hai-Ning Liang , Jialin Wang , Hao Chen , Nilufar Baghaei

Users of Virtual Reality (VR) systems often experience vection, the perception of self-motion in the absence of any physical movement. While vection helps to improve presence in VR, it often leads to a form of motion sickness called…

人机交互 · 计算机科学 2017-10-10 Pulkit Budhiraja , Mark Roman Miller , Abhishek K Modi , David Forsyth

We introduce the Virtual Fitting Room (VFR), a novel video generative model that produces arbitrarily long virtual try-on videos. Our VFR models long video generation tasks as an auto-regressive, segment-by-segment generation process,…

计算机视觉与模式识别 · 计算机科学 2025-09-05 Jun-Kun Chen , Aayush Bansal , Minh Phuoc Vo , Yu-Xiong Wang

Video restoration (e.g., video super-resolution) aims to restore high-quality frames from low-quality frames. Different from single image restoration, video restoration generally requires to utilize temporal information from multiple…

计算机视觉与模式识别 · 计算机科学 2022-06-16 Jingyun Liang , Jiezhang Cao , Yuchen Fan , Kai Zhang , Rakesh Ranjan , Yawei Li , Radu Timofte , Luc Van Gool

Current state-of-the-art approaches to video understanding adopt temporal jittering to simulate analyzing the video at varying frame rates. However, this does not work well for multirate videos, in which actions or subactions occur at…

计算机视觉与模式识别 · 计算机科学 2018-10-31 Yi Zhu , Shawn Newsam

In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by…

人机交互 · 计算机科学 2021-07-20 Diego Monteiro , Hao Chen , Hai-Ning Liang , Huawei Tu , Henry Dub

Foveated rendering methods usually reduce spatial resolution in the periphery of the users' view. However, using foveated rendering to reduce temporal resolution, i.e., rendering frame rate, seems less explored. In this work, we present the…

人机交互 · 计算机科学 2025-05-07 Christopher Flöter , Sergej Geringer , Guido Reina , Daniel Weiskopf , Timo Ropinski

In this paper, we study the effect of 3D videos with increased frame rates on the viewers quality of experience. We performed a series of subjective tests to seek the subjects preferences among videos of the same scene at four different…

图像与视频处理 · 电气工程与系统科学 2018-03-14 Amin Banitalebi-Dehkordi , Mahsa T. Pourazad , Panos Nasiopoulos

Thanks to the advances in the technology of low-cost digital cameras and the popularity of the self-recording culture, the amount of visual data on the Internet is going to the opposite side of the available time and patience of the users.…

Increasing the frame rate of a 3D video generally results in improved Quality of Experience (QoE). However, higher frame rates involve a higher degree of complexity in capturing, transmission, storage, and display. The question that arises…

图像与视频处理 · 电气工程与系统科学 2018-03-14 Amin Banitalebi-Dehkordi , Mahsa T. Pourazad , Panos Nasiopoulos

The Digital Video Broadcasting (DVB) has proposed to introduce the Ultra-High Definition services in three phases: UHD-1 phase 1, UHD-1 phase 2 and UHD-2. The UHD-1 phase 2 specification includes several new features such as High Dynamic…

信号处理 · 电气工程与系统科学 2021-01-01 Glenn Herrou , Charles Bonnineau , Wassim Hamidouche , Patrick Dumenil , Jerome Fournier , Luce Morin

System responsiveness (SR) is defined as the elapsed time until a system responds to user control. SR fluctuates over time, so it must be described statistically with mean (MSR) and standard deviation (SDSR). In this paper, we examine SR in…

人机交互 · 计算机科学 2025-07-25 Benjamin Watson , Neff Walker , William Ribarsky , Victoria Spaulding

Most neural speech codecs achieve bitrate adjustment through intra-frame mechanisms, such as codebook dropout, at a Constant Frame Rate (CFR). However, speech segments inherently have time-varying information density (e.g., silent intervals…

音频与语音处理 · 电气工程与系统科学 2025-09-09 Hanglei Zhang , Yiwei Guo , Zhihan Li , Xiang Hao , Xie Chen , Kai Yu
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