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Josef Spjut

Adjunct Associate Professor in the Engineering Graduate and Professional Programs
Engineering Graduate and Professional Programs

Scholarly Works - Journal articles


Monitor refresh rate impacts FPS video gamers' perceptions of display ‘smoothness’ and target acquisition performance

Journal article Social Sciences and Humanities Open · June 1, 2026 Esports, particularly First-Person Shooter (FPS) games, rely heavily on one's ability to rapidly perceive and respond to visual targets, a skill known as target acquisition. Modern gaming monitors increasingly feature higher refresh rates (up to 360Hz). Th ... Full text Cite

Impact of Graphical Fidelity and Frame-Time Stutter in a First-Person Shooter Game

Journal article Proceedings of the ACM on Computer Graphics and Interactive Techniques · May 1, 2026 Frametime spikes and graphical fidelity both matter for the feel of first-person shooter (FPS) games, yet their combined effects are not well understood. This paper examines how graphics settings and frametime spikes during aiming interact with player perf ... Full text Cite

Modeling visually-guided aim-and-shoot behavior in first-person shooters

Journal article International Journal of Human Computer Studies · May 1, 2025 In first-person shooters, players aim by aligning the crosshair onto a target and shoot at the optimal moment. Since winning a match is largely determined by such aim-and-shoot skills, players demand quantitative evaluation of the skill and analysis of hid ... Full text Cite

eXtended Reality and Artificial Intelligence in Medicine and Rehabilitation

Journal article Information Systems Frontiers · February 1, 2025 This special issue focuses on the application of eXtended Reality (XR) technologies—comprising Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR)—and Artificial Intelligence (AI) in the fields of medicine and rehabilitation. AR provides s ... Full text Cite

Department: Applications Is Less More Rendering for Esports

Journal article IEEE Computer Graphics and Applications · March 1, 2024 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 frame rates. Is it time for graphics researchers to reconsider their go ... Full text Cite

Mouse Sensitivity in First-Person Targeting Tasks

Journal article IEEE Transactions on Games · December 1, 2023 Mouse sensitivity in first-person targeting tasks is a highly debated issue. Recommendations within a single game can vary by a factor of 10× or more and are an active topic of experimentation in both competitive and recreational esports communities. Inspi ... Full text Cite

Esports and expertise

Journal article Interactions · November 3, 2022 Historically, much research and development in human-computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. The emergence of competitive games and esports, however, reminds us of an alternativ ... Full text Cite

Esports meets human-computer interaction

Journal article Interactions · May 1, 2022 The number of researchers within the HCI community involved in esports-related work has increased recently. Multiple events have been organized to bring together researchers and industry professionals from different disciplines and promote interdisciplinar ... Full text Cite

Post-Render Warp with Late Input Sampling Improves Aiming Under High Latency Conditions

Journal article Proceedings of the ACM on Computer Graphics and Interactive Techniques · August 26, 2020 End-to-end latency in remote-rendering systems can reduce user task performance. This notably includes aiming tasks on game streaming services, which are presently below the standards of competitive first-person desktop gaming. We evaluate the latency-indu ... Full text Cite

Toward Standardized Classification of Foveated Displays.

Journal article IEEE transactions on visualization and computer graphics · May 2020 Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced ... Full text Cite

A Deformable Interface for Human Touch Recognition Using Stretchable Carbon Nanotube Dielectric Elastomer Sensors and Deep Neural Networks.

Journal article Soft robotics · October 2019 This article presents a machine learning approach to map outputs from an embedded array of sensors distributed throughout a deformable body to continuous and discrete virtual states, and its application to interpret human touch in soft interfaces. We integ ... Full text Cite

Foveated AR: Dynamically-foveated augmented reality display

Journal article ACM Transactions on Graphics · July 1, 2019 We present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wid ... Full text Cite

Fluidic Elastomer Actuators for Haptic Interactions in Virtual Reality

Journal article IEEE Robotics and Automation Letters · April 1, 2019 Virtual reality experiences via immersive optics and sound are becoming ubiquitous; there are several consumer systems (e.g., Oculus Rift and HTC Vive) now available with these capabilities. Other sensory experiences, such as that of touch remain elusive i ... Full text Cite

Memory considerations for low energy ray tracing

Journal article Computer Graphics Forum · February 1, 2015 We propose two hardware mechanisms to decrease energy consumption on massively parallel graphics processors for ray tracing. First, we use a streaming data model and configure part of the L2 cache into a ray stream memory to enable efficient data processin ... Full text Cite

TRaX: A multicore hardware architecture for real-time ray tracing

Journal article IEEE Transactions on Computer Aided Design of Integrated Circuits and Systems · December 1, 2009 Threaded Ray eXecution (TRaX) is a highly parallel multithreaded multicore processor architecture designed for real-time ray tracing. The TRaX architecture consists of a set of thread processors that include commonly used functional units (FUs) for each th ... Full text Cite