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Artificial Intelligence Computing Leadership from NVIDIA
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Research Labs
All Research Labs
Spatial Intelligence
Applied Research
Autonomous Vehicles
Deep Imagination
Publications
AI Playground
New and Featured
AI Art Gallery
NGC Demos
Research Areas
AI & Machine Learning
3D Deep Learning
Computer Vision
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2026
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(7)
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(9)
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(7)
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(8)
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(6)
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(4)
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(12)
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(6)
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(1)
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(2)
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Human Computer Interaction
(64)
Computer Graphics
(31)
Esports
(29)
VR, AR and Display Technology
(27)
Computer Vision
(15)
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(13)
Artificial Intelligence and Machine Learning
(13)
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(7)
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(6)
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(3)
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(2)
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(1)
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(6)
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(12)
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64 results found
Human Computer Interaction
Clear all
Human Computer Interaction
2026
Editing Physiological Signals in Videos Using Latent Representations
Tianwen Zhou, Akshay Paruchuri,
Josef Spjut
, Kaan Akşit
CVPR
Impact of Graphical Fidelity and Frame-Time Stutter in a First-Person Shooter Game
Samin Shahriar Tokey,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
,
Peter Xenopoulos
, Mark Claypool
SIGGRAPH
2025
Pedestrian Collision Avoidance in Hemianopia during Natural Walking in Immersive Virtual Reality
Jonathan K. Doyon, Sujin Kim, Alex D. Hwang,
Jae-Hyun Jung
Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time Spikes
Samin Shahriar Tokey,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
,
Peter Xenopoulos
, Mark Claypool
Timing Matters: The Impact of Event-Specific Frametime Spikes in First-Person Shooter Games
Samin Shahriar Tokey,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
, Mark Claypool
Esports Rendering: Industry and Player Perspectives
Josef Spjut
, Benjamin Watson
SIGGRAPH
BLADE: Single-view Body Mesh Estimation through Accurate Depth Estimation
Shengze Wang,
Jiefeng Li
,
Tianye Li
,
Ye Yuan
, Henry Fuchs,
Koki Nagano
,
Shalini De Mello
,
Michael Stengel
CVPR
Detection of artifacts in clean and corrupted video pairs is influenced by artifact type and presentation modality
Niall L. Williams, Anatolii Evdokimov, Budmonde Duinkharjav, Anjul Patney, Qi Sun,
Jae-Hyun Jung
,
Ruth Rosenholtz
Modeling Visually-Guided Aim-and-Shoot behavior in First-Person Shoters
June-Seop Yoon, Hee-Seung Moon,
Ben Boudaoud
,
Josef Spjut
,
Iuri Frosio
, Byungjoo Lee,
Joohwan Kim
2024
SpecTrack: Learned Multi-Rotation Tracking via Speckle Imaging
Ziyang Chen, Doğa Doğan,
Josef Spjut
, Kaan Akşit
SIGGRAPH
Honorable Mention
Fast Explicit-Input Assistance for Teleoperation in Clutter
Nick Walker,
Xuning Yang
, Animesh Garg, Maya Cakmak, Dieter Fox,
Claudia Pérez D’Arpino
IROS
Learning to Move Like Professional Counter-Strike Players
David Durst, F. Xie, V. Sarukkai, Brennan Shacklett,
Iuri Frosio
,
Chen Tessler
,
Joohwan Kim
, C. Taylor, G. Bernstein, S. Choudhury, P. Hanrahan,, Kayvon Fatahalian
Variable Frame Timing Affects Perception of Smoothness in First-Person Gaming
Devi Klein,
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
Studying Esports Competition: Piloting Methodology for User Studies During Tournaments
Arjun Madhusudan,
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
, Benjamin Watson
SIGGRAPH
On Smoothly Varying Frame Timing in First-Person Gaming
UC Santa Barbara and NVIDIA,
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
SIGGRAPH
The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games
Samin Shahriar Tokey, Zesheng Chen, Colin Mettler, Dexuan Tang,
Ben Boudaoud
,
Joohwan Kim
,
Josef Spjut
, Mark Claypool
Is Less More? Rendering for Esports
Benjamin Watson,
Josef Spjut
,
Joohwan Kim
, Byungjoo Lee, Mijin Yoo, Peter Shirley, Rulon Raymond
Interactive Texture Painting with Generative AI
Anita Hu, Nishkrit Desai, Ashley Goldstein, Hassan Abu Alhaija, Seung Wook Kim, Daniela Hasenbring,
Alex Zook
, Rajeev Rao, Maria Shugrina
SIGGRAPH
2023
Rethinking Display Requirements for Esports and High Interactivity Applications
Joohwan Kim
,
Josef Spjut
,
Ben Boudaoud
, Benjamin Watson, Turner Whitted
Less is More: Rendering for Esports
Benjamin Watson,
Joohwan Kim
,
Josef Spjut
, Peter Shirley, Byungjoo Lee
SIGGRAPH
Interactive AI Material Generation and Editing in NVIDIA Omniverse
Hassan Abu Alhaija,
Alex Zook
, Michael Babcock, James Lucas, David Tyner, Rajeev Rao, Maria Shugrina
SIGGRAPH
Real-Time Live! Best in Show
Mouse Sensitivity in First-person Targeting Tasks
Ben Boudaoud
,
Josef Spjut
,
Joohwan Kim
Affordance Diffusion: Synthesizing Hand-Object Interactions
Yufei Ye,
Xueting Li
, Abhinav Gupta,
Shalini De Mello
,
Stan Birchfield
, Jiaming Song, Shubham Tulsiani,
Sifei Liu
CVPR
Zero-shot Pose Transfer for Unrigged Stylized 3D Characters
Jiashun Wang,
Xueting Li
,
Sifei Liu
,
Shalini De Mello
, Orazio Gallo, Xiaolong Wang,
Jan Kautz
CVPR
GazeNeRF: 3D-Aware Gaze Redirection with Neural Radiance Fields
Alessandro Ruzzi, Xiangwei Shi, Xi Wang, Gengyan Li,
Shalini De Mello
, Hyung Jin Chang, Xucong Zhang, Otmar Hilliges
CVPR
2022
Display Size and Targeting Performance: Small Hurts, Large May Help
Joohwan Kim
, Arjun Madhusudan, Benjamin Watson,
Ben Boudaoud
, Roland Tarrazo,
Josef Spjut
SIGGRAPH
Esports and expertise: what competitive gaming can teach us about mastery
Ben Boudaoud
,
Josef Spjut
,
Joohwan Kim
, Arjun Madhusudan, Benjamin Watson
Mouse Sensitivity in First-person Targeting Tasks
Ben Boudaoud
,
Josef Spjut
,
Joohwan Kim
The Esports Frontier: Rendering, Interaction and Display
Benjamin Watson,
Josef Spjut
, Byungjoo Lee, Greg Ward
SIGGRAPH
Image Features Influence Reaction Time: A Learned Probabilistic Perceptual Model for Saccade Latency
Budmonde Duinkharjav, Praneeth Chakravarthula, Rachel Brown, Anjul Patney, Qi Sun
Best Technical Paper, SIGGRAPH 2022
FirstPersonScience: An Open Source Tool for Studying FPS Esports Aiming
Ben Boudaoud
,
Josef Spjut
, Pyarelal Knowles, Arjun Madhusudan,
Joohwan Kim
Esports meets human-computer interaction
Simone Kriglstein, Anna Lisa Martin-Niedecken,
Josef Spjut
, Nicole B. Damen, Selen Turkay, Anders Drachen
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