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相关论文: Investigating the Effect of Display Refresh Rate o…

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Variable frame timing (VFT), or changes in the time intervals between discrete frame images displayed to users, deviates from our traditional conceptualization of frame rate in which all frame times are equal. With the advent of variable…

图形学 · 计算机科学 2023-06-05 Devi Klein , Josef Spjut , Ben Boudaoud , Joohwan Kim

Gamers use a variety of different display sizes, though for PC gaming in particular, monitors in the 24 to 27 inch size range have become most popular. Particularly popular among many PC gamers, first person shooter (FPS) games represent a…

图形学 · 计算机科学 2023-05-29 Josef Spjut , Arjun Madhusudan , Benjamin Watson , Seth Schneider , Ben Boudaoud , Joohwan Kim

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

G-SYNC technology matches formerly regular display refreshes to irregular frame updates, improving frame rates and interactive latency. In a previous study of gaming at the 30Hz frame rates common on consoles, players of Battlefield 4 were…

图形学 · 计算机科学 2025-06-25 Maryam Riahi , Benjamin Watson

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…

图形学 · 计算机科学 2022-09-01 Josef Spjut , Arjun Madhusudan , Benjamin Watson , Ben Boudaoud , Joohwan Kim

Higher resolution is one of the main directions and drivers in the development of virtual reality (VR) head-mounted displays (HMDs). However, given its associated higher cost, it is important to determine the benefits of having higher…

人机交互 · 计算机科学 2022-03-24 Jialin Wang , Rongkai Shi , Zehui Xiao , Xueying Qin , Hai-Ning Liang

Despite billions of hours of play and copious discussion online, mouse sensitivity recommendations for first-person targeting tasks vary by a factor of 10x or more and remain an active topic of debate in both competitive and recreational…

人机交互 · 计算机科学 2022-03-24 Ben Boudaoud , Josef Spjut , Joohwan Kim

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…

人机交互 · 计算机科学 2018-05-22 João Antunes , Pedro Santana

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

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…

图形学 · 计算机科学 2025-07-10 Arjun Madhusudan , Benjamin Watson

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

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.…

人机交互 · 计算机科学 2021-05-24 Josef Spjut , Ben Boudaoud , Joohwan Kim

Using simulation and a simple mathematical argument we argue that the refresh rate of overhead projectors, used in experiments on the visual system, may impact the perception of fast moving objects at the retinal and cortical level (V1),…

神经元与认知 · 定量生物学 2025-08-05 Jérôme Emonet , Bruno Cessac

While reinforcement learning (RL) has been applied to turn-based board games for many years, more complex games involving decision-making in real-time are beginning to receive more attention. A challenge in such environments is that the…

人工智能 · 计算机科学 2018-06-14 Frank G. Glavin , Michael G. Madden

In projectors and head-mounted displays, an out-of-focus image appears blurred. Even when a display itself is in focus, computer operation may be hindered if the display is far from the user or if a user has poor visual acuity, because the…

人机交互 · 计算机科学 2026-04-28 Ryuto Tomihari , Taiki Kinoshita , Yosuke Oba , Shota Yamanaka , Homei Miyashita

Most of the players have experienced the feeling of temporarily losing their character in a given gameplay situation when they cannot control the character, simply because they temporarily cannot see it. The main reasons for this feeling…

人机交互 · 计算机科学 2018-09-05 Norbert Bátfai , Dávid Papp , Renátó Besenczi , Gergő Bogacsovics , Dávid Veres

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…

人机交互 · 计算机科学 2021-01-18 Wenge Xu , Hai-Ning Liang , Kangyou Yu , Nilufar Baghaei

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

This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to…

网络与互联网体系结构 · 计算机科学 2020-07-31 Jose Saldana , Julian Fernandez Navajas , Jose Ruiz Mas , Luis Sequeira , Luis Casadesus

Advances in deep reinforcement learning have allowed autonomous agents to perform well on Atari games, often outperforming humans, using only raw pixels to make their decisions. However, most of these games take place in 2D environments…

人工智能 · 计算机科学 2018-01-30 Guillaume Lample , Devendra Singh Chaplot
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