The effects of frame rate variation on game player quality of experience

S Liu, A Kuwahara, JJ Scovell, M Claypool - Proceedings of the 2023 …, 2023 - dl.acm.org
For gamers, high frame rates are important for a smooth visual display and good quality of
experience (QoE). However, high frame rates alone are not enough as variations in the …

The Shortest Route Is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VR

B Duinkharjav, B Liang, A Patney, R Brown… - ACM Transactions on …, 2023 - dl.acm.org
Speed and consistency of target-shifting play a crucial role in human ability to perform
complex tasks. Shifting our gaze between objects of interest quickly and consistently …

Quantifying Wrist-Aiming Habits with A Dual-Sensor Mouse: Implications for Player Performance and Workload

D Kang, N Kim, D Kang, JS Yoon, S Kim… - Proceedings of the CHI …, 2024 - dl.acm.org
Computer mice are widely used today as the primary input device in competitive video
games. If a player exhibits more wrist rotation than other players when moving the mouse …

Real-and-present: Investigating the use of life-size 2d video avatars in hmd-based ar teleconferencing

X Wang, W Zhang, C Sandor, H Fu - arXiv preprint arXiv:2401.02171, 2024 - arxiv.org
Augmented Reality (AR) teleconferencing allows separately located users to interact with
each other in 3D through agents in their own physical environments. Existing methods …

Toward Understanding Display Size for FPS Esports Aiming

J Spjut, A Madhusudan, B Watson, S Schneider… - arXiv preprint arXiv …, 2023 - arxiv.org
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 …

The Interplay Between Delay and Device in a Moving Target Selection Game

A Kundu, R Eg, M Claypool - 2024 IEEE Conference on Games …, 2024 - ieeexplore.ieee.org
Computer games have evolved alongside technologies such as personal computers,
touchscreens, and virtual reality (VR). The devices have different interaction modes with …

20‐1: Invited Paper: Rethinking Display Requirements for Esports and High Interactivity Applications

J Kim, J Spjut, B Boudaoud, B Watson… - SID Symposium Digest …, 2023 - Wiley Online Library
Media technology is continuing its transition from passive streaming to participatory
interactive experiences, including well‐known applications such as web browsing, video …

[引用][C] Constant Field of View Display Size Effects on First-Person Aiming Time

J Spjut, B Boudaoud, J Kim - Frontiers in Optics, 2023 - opg.optica.org
Constant Field of View Display Size Effects on First-Person Aiming Time Page 1 Constant
Field of View Display Size Effects on First-Person Aiming Time Josef Spjut,1,* Ben …