B Watson, J Spjut, J Kim, B Lee, M Yoo… - IEEE Computer …, 2024 - ieeexplore.ieee.org
Computer graphics research has long prioritized image quality over frame rate. Yet demand for an alternative is growing, with many esports players turning off visual effects to improve …
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 …
Media technology is continuing its transition from passive streaming to participatory interactive experiences, including well‐known applications such as web browsing, video …
На сучасному етапі розвитку спорту кіберспорт виступає як соціальне явище в широкому розумінні, оскільки містить спільні рисі, притаманні іншим видам спорту …