Scholarly Works - Journal articles
Journal article
Social Sciences and Humanities Open
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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 ...
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Proceedings of the ACM on Computer Graphics and Interactive Techniques
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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 ...
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International Journal of Human Computer Studies
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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 ...
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Information Systems Frontiers
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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 ...
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IEEE Computer Graphics and Applications
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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 ...
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Journal article
IEEE Transactions on Games
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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 ...
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Journal article
Interactions
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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 ...
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Journal article
Interactions
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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 ...
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Journal article
Proceedings of the ACM on Computer Graphics and Interactive Techniques
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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 ...
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IEEE transactions on visualization and computer graphics
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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 ...
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Journal article
Soft robotics
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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 ...
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Journal article
ACM Transactions on Graphics
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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 ...
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IEEE Robotics and Automation Letters
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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 ...
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Computer Graphics Forum
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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 ...
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IEEE Transactions on Computer Aided Design of Integrated Circuits and Systems
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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 ...
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