2.3HCApr 22
Short-time, Wavelet-inspired Mouse Submovement DetectionAuejin Ham, Ben Boudaoud
Submovements are ballistic components of human motion constituting a large part of motor interaction and arising from the cyclical and overlapping cognitive processes of perception, motor planning, and motor execution. Extracting submovements is challenging as the motions tend to overlap, or start before the previous ends. We propose and evaluate use of a wavelet-inspired technique to accurately locate and parameterize submovements from one-dimensional speed time series. Our method employs a self-weighted loss refinement step to identify and improve regions of poor quality of fit, a challenge for simpler wavelet transforms. We demonstrate the accuracy of our method by presenting analysis of ~6,400 1-2s trials of synthetic egocentric camera (first-person shooter) aim data for which we know ground truth, modeled from a similarly sized real data set of 13 users. We compare our method to dual-threshold and the persistence 1D segmentation techniques and note challenges and opportunities for future improvements.
HCFeb 10, 2022
Experimental Augmented Reality User ExperienceJosef Spjut, Fengyuan Zhu, Xiaolei Huang et al.
Augmented Reality (AR) is an emerging field ripe for experimentation, especially when it comes to developing the kinds of applications and experiences that will drive mass adoption of the technology. While we aren't aware of any current consumer product that realize a wearable, wide Field of View (FoV), AR Head Mounted Display (HMD), such devices will certainly come. In order for these sophisticated, likely high-cost hardware products to succeed, it is important they provide a high quality user experience. To that end, we prototyped 4 experimental applications for wide FoV displays that will likely exist in the future. Given current AR HMD limitations, we used a AR simulator built on web technology and VR headsets to demonstrate these applications, allowing users and designers to peer into the future.
HCFeb 10, 2022
FirstPersonScience: Quantifying Psychophysics for First Person Shooter TasksJosef Spjut, Ben Boudaoud, Kamran Binaee et al.
In the emerging field of esports research, there is an increasing demand for quantitative results that can be used by players, coaches and analysts to make decisions and present meaningful commentary for spectators. We present FirstPersonScience, a software application intended to fill this need in the esports community by allowing scientists to design carefully controlled experiments and capture accurate results in the First Person Shooter esports genre. An experiment designer can control a variety of parameters including target motion, weapon configuration, 3D scene, frame rate, and latency. Furthermore, we validate this application through careful end-to-end latency analysis and provide a case study showing how it can be used to demonstrate the training effect of one user given repeated task performance.
HCMay 5, 2021
A Case Study of First Person Aiming at Low Latency for EsportsJosef Spjut, Ben Boudaoud, Joohwan Kim
Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone. However, for aiming in first person shooter (FPS) games, some prior work has demonstrated diminishing returns below 40 ms of local input-to-output computer system latency. In this paper, we review this prior art and provide an additional case study with data demonstrating the importance of local system latency improvement, even at latency values below 20 ms. Though other factors may determine victory in a particular esports challenge, ensuring balanced local computer latency among competitors is essential to fair competition.
SYSep 15, 2020
Optical Gaze Tracking with Spatially-Sparse Single-Pixel DetectorsRichard Li, Eric Whitmire, Michael Stengel et al.
Gaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67° at 400Hz while demanding only 16mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57° at 250 Hz using 800 mW.
CVAug 12, 2020
SIDOD: A Synthetic Image Dataset for 3D Object Pose Recognition with DistractorsMona Jalal, Josef Spjut, Ben Boudaoud et al.
We present a new, publicly-available image dataset generated by the NVIDIA Deep Learning Data Synthesizer intended for use in object detection, pose estimation, and tracking applications. This dataset contains 144k stereo image pairs that synthetically combine 18 camera viewpoints of three photorealistic virtual environments with up to 10 objects (chosen randomly from the 21 object models of the YCB dataset [1]) and flying distractors. Object and camera pose, scene lighting, and quantity of objects and distractors were randomized. Each provided view includes RGB, depth, segmentation, and surface normal images, all pixel level. We describe our approach for domain randomization and provide insight into the decisions that produced the dataset.
GRMay 3, 2019
Toward Standardized Classification of Foveated DisplaysJosef Spjut, Ben Boudaoud, Jonghyun Kim et al.
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 workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner.