skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


This content will become publicly available on December 5, 2025

Title: Esports and the Broader Need for More Interactive Displays
Displays are being used for increasingly interactive applications including gaming, video conferencing, and perhaps most demanding, esports. We review the display needs of esports, and describe how current displays fail to meet them by using a high-latency I/O pipeline. We conclude with research directions that move away from this pipeline and better meet interactive user needs.  more » « less
Award ID(s):
2008590
PAR ID:
10570311
Author(s) / Creator(s):
Publisher / Repository:
International Display Workshops
Date Published:
Journal Name:
Proceedings of the International Display Workshops
ISSN:
2436-0252
Subject(s) / Keyword(s):
esports displays latency ray tracing
Format(s):
Medium: X
Location:
Sapporo, Japan
Sponsoring Org:
National Science Foundation
More Like this
  1. Media technology is continuing its transition from passive streaming to participatory interactive experiences, including well‐known applications such as web browsing, video conferencing and gaming, as well as emerging and more demanding uses like AR/MR/VR and esports. How should display traits such as latency, refresh rate and size change to meet this trend? We review recent studies from NVIDIA Research and others on requirements for esports as the cutting edge of this trend toward interactivity, and discuss the studies’ implications for other interactive applications. 
    more » « less
  2. Computational support for learning in the domain of esports has seen a great deal of attention in recent years as an effective means of helping players learn and reap the benefits of play. However, previous work has not examined the tools from a learning theory perspective to assess if learning is prompted and supported in the right place and time. As a first step towards addressing this gap, this paper presents the results of two studies: a review of existing computational tools, and an online survey of esports' players' learning needs supplemented with qualitative interviews. Using Zimmerman's Cyclical Phase Model of Self-Regulated Learning as a lens, we identify patterns in the types of support offered by existing tools and players' support interests during different learning phases. We identify 11 opportunities for future research and development to better support self-regulated learning in esports. 
    more » « less
  3. Esports, like traditional sports, face governance challenges such as foul play and match fixing. The esports industry has seen various attempts at governance structure but is yet to form a consensus. In this study, we explore esports governance in League of Legends (LoL), a major esports title. Through a two-stage, mixed-methods analysis of rule enforcement that Riot Games, LoL's developer and publisher, has performed against esports participants such as professional players and teams, we qualitatively describe rule breaking behaviors and penalties in LoL esports, and quantitatively measure how contextual factors such as time, perpetrator identity, and region might influence governance outcomes. These findings about rule enforcement allow us to characterize the esports governance of LoL as top-down and paternalistic, and to reflect upon professional players' work and professionalization in the esports context. We conclude by discussing translatable implications for esports governance practice and research. 
    more » « less
  4. Real-time interactive video streaming applications like cloud-based video games, AR, and VR require high quality video streams and extremely low end-to-end interaction delays. These requirements cause the QoE to be extremely sensitive to packet losses. Due to the inter-dependency between compressed frames, packet losses stall the video decode pipeline until the lost packets are retransmitted (resulting in stutters and higher delays), or the decoder state is reset using IDR-frames (lower video quality for given bandwidth). Prism is a hybrid predictive-reactive packet loss recovery scheme that uses a split-stream video coding technique to meet the needs of ultra-low latency video streaming applications. Prism's approach enables aggressive loss prediction, rapid loss recovery, and high video quality post-recovery, with zero overhead during normal operation - avoiding the pitfalls of existing approaches. Our evaluation on real video game footage shows that Prism reduces the penalty of using I-frames for recovery by 81%, while achieving 30% lower delay than pure retransmission-based recovery. 
    more » « less
  5. The objective of this Opinion is to stimulate new research into materials that can meet the needs of tomorrow’s programmable photonics components. Herein, we argue that the inherent property portfolios of the common telluride phase change materials, which have been successfully applied in data storage technologies, are unsuitable for most emerging programmable photonics applications. We believe that newer PCMs with wider bandgaps, such as Sb2S3, Sb2Se3, and Ge2Sb2Se4Te (GSST), can be optimized to meet the demands of holographic displays, optical neural network memories, and beam steering devices. 
    more » « less