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相关论文: Visualization in Motion in Video Games for Differe…

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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…

软件工程 · 计算机科学 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…

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…

计算机视觉与模式识别 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

人机交互 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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,…

计算机视觉与模式识别 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

人机交互 · 计算机科学 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…

计算机视觉与模式识别 · 计算机科学 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…

人机交互 · 计算机科学 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…

人机交互 · 计算机科学 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…

人机交互 · 计算机科学 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.…

机器人学 · 计算机科学 2019-11-15 De-An Huang , Yu-Wei Chao , Chris Paxton , Xinke Deng , Li Fei-Fei , Juan Carlos Niebles , Animesh Garg , Dieter Fox

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…

物理教育 · 物理学 2026-01-15 Alessio Focardi , Franco Bagnoli , Andrea Guazzini , Giorgio Gronchi