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Creators/Authors contains: "Kim, Joohwan"

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  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. 
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  2. Foveation and (de)focus are two important visual factors in designing near eye displays. Foveation can reduce computational load by lowering display details towards the visual periphery, while focal cues can reduce vergence-accommodation conflict thereby lessening visual discomfort in using near eye displays. We performed two psychophysical experiments to investigate the relationship between foveation and focus cues. The first study measured blur discrimination sensitivity as a function of visual eccentricity, where we found discrimination thresholds significantly lower than previously reported. The second study measured depth discrimination threshold where we found a clear dependency on visual eccentricity. We discuss the study results and suggest further investigation. 
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