Research Labs
All Research Labs
3D Deep Learning
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
Robotics
All Areas
Careers
Academic Collaborations
Government Collaborations
Graduate Fellowship
Internships
Research Openings
Research Scientists
Meet the Team
Licensing
Skip to main content
Publications
Our publications provide insight into some of our leading-edge research.
Filters
Search
Apply
Filters
Filters
Publication Year
2025
(1)
2024
(9)
2023
(7)
2022
(8)
2021
(6)
2020
(4)
2019
(12)
2018
(6)
2017
(1)
2016
(2)
Facet Publication Year
Research Areas
Human Computer Interaction
(15)
Esports
(10)
Computer Graphics
(8)
Applied Perception
(4)
Artificial Intelligence and Machine Learning
(4)
VR, AR and Display Technology
(4)
Real-Time Rendering
(3)
Computer Vision
(2)
Robotics
(2)
Generative AI
(1)
Hyperscale Graphics
(1)
Networking
(1)
Events
CVPR
(1)
IROS
(1)
SIGGRAPH
(6)
15 results found
Human Computer Interaction
Clear all
2024
2021
Human Computer Interaction
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
2021
AdaptiBrush: Adaptive General and Predictable VR Ribbon Brush
Enrique Rosales, Chrystiano Araujo, Jafet Rodriguez,
Nicholas Vining
, Dongwook Yoon, Alla Sheffer
SIGGRAPH
Gaming at Warp Speed: Improving Aiming with Late Warp
Ben Boudaoud
, Pyarelal Knowles,
Joohwan Kim
,
Josef Spjut
StrokeStrip: Joint Parameterization and Fitting of Stroke Clusters
Dave Pagurek van Mossel, Chenxi Liu,
Nicholas Vining
, Mikhail Bessmeltsev, Alla Sheffer
SIGGRAPH
Weakly-Supervised Physically Unconstrained Gaze Estimation
Rakshit Kothari,
Shalini De Mello
,
Umar Iqbal
,
Wonmin Byeon
, Seonwook Park,
Jan Kautz
CVPR
Oral
A Case Study of First Person Aiming at Low Latency for Esports
Josef Spjut
,
Ben Boudaoud
,
Joohwan Kim
Robust Vision-Based Cheat Detection in Competitive Gaming
Aditya Jonnalagadda,
Iuri Frosio
, Seth Schenider, Morgan McGuire,
Joohwan Kim