Samin Shahriar Tokey

dblp:379/6756 · DBLP profile ↗
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8ranked-venue papers
7as first author
8since 2021 · last 2026
0009-0000-0037-641XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 7 · 6 first-author · 7 since 2021Human-computer interaction and ubiquitous computing · 7 · 6 first-author · 7 since 2021Computer networks · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 Attune for You: Exploring Solarpunk Through Decolonial Design
abstract
Attune for You, is an ongoing role-playing game project that explores solarpunk beyond its visual style. Although solarpunk is often recognized through bright natural environments and sustainable technologies, this project focuses more directly on its social and political ideas, especially decolonial thinking, consent, repair, autonomy, and coexistence. Set on Mars, the game follows Escropita, a human volunteer who works with the martians called the Mycaris through fungal auditory communication rather than colonial control or technological domination. The game combines a 3D world with 2D character assets and includes systems centered on limited energy use, infrastructure repair, and player agency and NPC’s consent, and audio generated from living mushrooms. This paper describes the game’s design, its connection to solarpunk, and the ways its mechanics, visuals, and audio aim to express the genre’s broader values beyond its aesthetic norms. Finally, we outline a planned user study to examine how players interpret these design choices and perceive solarpunk themes through gameplay.
Kathleen Morrissey, Samin Shahriar Tokey
FDG2
2026 Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network Latency
abstract
In a multiplayer networked game, actions for players with higher latencies are received and (potentially) acted upon later than players with lower latencies, leading to unfairness, especially important in competitive games. Time delay is a latency compensation technique that can mitigate this unfairness by adding latency to players with lower latency so that all players experience the same latency. Although this provides equal latency to all players, it unnecessarily degrades the responsiveness for the lower-latency players when the players are not interacting. We propose an adaptive time delay technique that only adds latency to low-latency players when they are interacting with players with higher latency. We conducted three separate user studies assessing player performance and experience with network latency and different compensation techniques. Analysis of the results shows adaptive time delay improves average quality of experience compared to fixed time delay while preserving time delay’s fairness.
Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool
FDG1
2026 Impact of Frametime Spikes on Performance and Quality of Experience in Platformer Games
Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool
FDG1
2025 Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter Games
abstract
Computer games - and computer game players - often drive technology improvements, with graphics cards and monitors pushing the limits of display technologies. High frame rates, in particular, promise to provide lower latencies and smoother game visuals to gamers, especially important for competitive first person shooter (FPS) game players. What is not well-known is to what extent gamers benefit from ultra-high frame rates in terms of player performance and quality of experience. This paper studies the effects of frame rates - especially high frame rates - on FPS game players. A custom FPS game was developed to allow for consistent delivery of frame rates from 7 f/s to 500 f/s, while recording objective (performance) and subjective (smoothness) measures. Analysis of data from a 44-person user study shows player performance (e.g., score) improves sharply from 7+ f/s, but levels out after about 90 f/s. However, users perception benefits over the full range of frame rates studied, rising sharply from 7+ f/s, but continuing to improve through the top 500 f/s.
Samin Shahriar Tokey, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool
NOSSDAV1
2025 Timing Matters: The Impact of Event-Specific Frametime Spikes in First-Person Shooter Games
abstract
Frametime spikes can disrupt gameplay in first-person shooter (FPS) games, affecting both performance and player experience. This paper examines how spikes during specific game events impact players. We developed a custom FPS game that maintains a steady 500 frames/s while inducing frametime spikes during weapon reloading, fast mouse movement, or targeting. Thirty-eight (38) participants played the game in a user study, providing both performance data and user-reported visual smoothness. Results show that spikes while targeting lowered accuracy and score, while spikes during reloads and mouse movement did not affect performance but still degraded user experience. These results suggest that both the relative timing and size of frametime spikes matter in FPS gameplay. Per-action models better account for average QoE when spikes happen, showing better fit than models that only consider spike size (independent of action).
Samin Shahriar Tokey, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool
QoMEX1
2025 Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time Spikes
abstract
User studies are a cornerstone of human-computer interaction research, including measures of user performance and quality of experience (QoE) – particularly important for games where frame rates and frame timings can impact performance. Unfortunately, commercial games have limited options for customization and do not log player performance data with sufficient detail for use in such studies. This paper introduces Lead Rush, a first-person shooter game designed for conducting user studies on the effects of frame timing and frame rate. Lead Rush is tuned to run at extremely high frame rates and includes hooks to induce frame time "spikes". Researchers can configure Lead Rush’s gameplay, trigger frame time spikes during specific actions, and log player data per game round and per study session. This paper also introduces a dataset from a user study on the effects of frame time spikes on player performance gathered from Lead Rush, and includes gameplay logs with both performance data and QoE results. Some analysis of the dataset is presented to illustrate its use.
Samin Shahriar Tokey, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Peter Xenopoulos, Mark Claypool
QoMEX1
2024 Effects of Adaptive Time Delay on Quality of Experience in First Person Shooter Games
abstract
Latency impacts individual responsiveness and player-versus-player fairness in first-person shooter (FPS) games, degrading the quality of experience (QoE). Time delay applies a fixed latency to players with lower latency to make the game fair, but has the drawback of adding latency regardless of whether players are interacting or not. Adaptive time delay dynamically adds latency only when players interact, improving average responsiveness while preserving fairness. This study assesses QoE for adaptive time delay with latency with a focus on the potential benefits of dynamically adding latency compared to always having a fixed latency for the round. A 38-person user study with a custom FPS game shows degredations to QoE with latency, but less so for adaptive time delay.
Samin Shahriar Tokey, James Cannon, Saketh Dinasarapu, Ao Jiang, Hanzalah Qamar, Mark Claypool
FDG1
2024 The Effects of Network Latency on the Peeker's Advantage in First-person Shooter Games
abstract
In first-person shooter (FPS) games, the peeker’s advantage is the edge the moving peeker gets when battling a stationary defender at a corner due to network latency. However, confirmation of (the size of) this advantage based on network latency and the distance from the corner has not been studied. This paper assesses the peeker’s advantage via two user studies both using an open-source FPS game extended to support two-player networking and a custom map. Users play as both peeker and defender with 3 different corner distances and 3 different network latencies. Analysis of hits, wins, and time-to-damage shows that the advantage for the peeker is impacted more by the defender’s latency than the peeker’s latency and is lowest when the peeker is nearest the corner. The user study with a tournament setting had quicker and more competitive matches resulting in more combat encounters and closer games than did the traditional user study.
Samin Shahriar Tokey, Colin Mettler, Dexuan Tang, Ben Boudaoud, Joohwan Kim, Josef B. Spjut, Mark Claypool
FDG1