EDBT 2026 Demo / reviewers in the wild / expert
Ben Boudaoud
dblp:58/9168 · also Benjamin Boudaoud
· DBLP profile ↗
16ranked-venue papers
2as first author
13since 2021 · last 2026
0000-0003-4195-0793ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 13 · 1 first-author · 10 since 2021Human-computer interaction and ubiquitous computing · 11 · 1 first-author · 10 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Computer networks · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Adaptive Time Delay for Improving Player Experience and Fairness in First-Person Shooter Games with Network LatencyabstractIn 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 |
FDG | 2 |
| 2026 | Impact of Frametime Spikes on Performance and Quality of Experience in Platformer Games
Samin Shahriar Tokey, Ben Boudaoud, Josef B. Spjut, Mark Claypool |
FDG | 2 |
| 2025 | Toward Understanding Display Size for FPS Esports AimingabstractGamers use a variety of different display sizes, though for PC gaming, monitors in the 24 to 27 inch size range have become most popular.Particularly popular among many PC gamers, first person shooter (FPS) games represent a genre where hand-eye coordination is particularly central to the player's performance in game.In a carefully designed set of experiments on FPS aiming, we compare player performance across a range of display sizes.In two experiments, we compare 12.5 inch, 17.3 inch and 24 inch monitors on a multi-target elimination task, once with stationary, and once with moving targets.We find that aiming improves as display sizes increase.Next, we highlight the differences between 24.5 inch and 27 inch displays in a third experiment using very small targets.We find a small, but statistically significant improvement in aiming when using the larger monitor.Overall, our results indicate that in typical desktop gaming settings with freely varying head position and field of view, FPS aiming improves as display size grows, though improvements begin to decline as size approaches 30 inches. Arjun Madhusudan, Josef B. Spjut, Benjamin Watson 0001, Seth Schneider, Ben Boudaoud, Joohwan Kim |
FDG | 5 |
| 2025 | Pushing the Limits? Frame Rate Benefits to Players for up to 500 Hz in First Person Shooter GamesabstractComputer 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 |
NOSSDAV | 2 |
| 2025 | Timing Matters: The Impact of Event-Specific Frametime Spikes in First-Person Shooter GamesabstractFrametime 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 |
QoMEX | 2 |
| 2025 | Lead Rush: A First-Person Shooter for User Studies and Understanding Effects of Frame Time SpikesabstractUser 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 |
QoMEX | 2 |
| 2025 | Modeling visually-guided aim-and-shoot behavior in first-person shooters
June-Seop Yoon, Hee-Seung Moon, Ben Boudaoud, Josef B. Spjut, Iuri Frosio, Byungjoo Lee, Joohwan Kim |
Int. J. Hum. Comput. Stud. | 3 |
| 2024 | Variable Frame Timing Affects Perception of Smoothness in First-Person GamingabstractWith the advent of variable refresh rate (VRR) monitor technologies, gamers experience variable frame timing (VFT) during their gameplay. Combining VRR with low-latency GPU rendering and increased display refresh rates enables smoother variation of frame presentation sequences. Here, we assess how VFT affects self-reported perceived smoothness of game play by introducing frequent but relatively small ($\mathbf{(4 - 1 2 ~ m s}$) variations in frame time around typical refresh rates (30-240 Hz). Our results demonstrate that VFT degrades the perceived smoothness of game play for large variation in frame time (12 ms) but has a diminished effect on perceived smoothness for small variations in frame time (4 ms). Devi Klein, Josef B. Spjut, Ben Boudaoud, Joohwan Kim |
CoG | 3 |
| 2024 | The Effects of Network Latency on the Peeker's Advantage in First-person Shooter GamesabstractIn 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 |
FDG | 5 |
| 2023 | Mouse Sensitivity in First-Person Targeting TasksabstractMouse sensitivity in first-person targeting tasks is a highly debated issue. Recommendations within a single game can vary by a factor of 10× or more and are an active topic of experimentation in both competitive and recreational esports communities. Inspired by work in pointer-based gain optimization and extending our previous results from the first user study focused on mouse sensitivity in first-person targeting tasks (Boudaoud et al., 2023), we describe a range of optimal mouse sensitivity wherein players perform statistically significantly better in task completion time and throughput. For tasks involving first-person view control, mouse sensitivity is best described using the ratio between an in-game rotation of the view and corresponding physical displacement of the mouse. We discuss how this displacement-to-rotation sensitivity is incompatible with the control-display gain reported in traditional pointer-based gain studies as well as other rotational gains reported in head-controlled interface studies. We provide additional details regarding impacts of mouse dots per inch, on reported sensitivity, the distribution of spatial difficulty in our experiment, our submovement parsing algorithm, and relationships between measured parameters, further demonstrating optimal sensitivity arising from a speed-precision tradeoff. We conclude our work by updating and improving our suggestions for mouse sensitivity selection and refining directions for future work. Ben Boudaoud, Josef B. Spjut, Joohwan Kim |
IEEE Trans. Games | 1 |
| 2022 | Mouse Sensitivity in First-person Targeting TasksabstractDespite billions of hours of play and copious discussion online, mouse sensitivity recommendations for first-person targeting tasks vary by a factor of 10x or more and remain an active topic of debate in both competitive and recreational gaming communities. Inspired by previous academic literature in pointer-based gain optimization, we conduct the first user study of mouse sensitivity in first person targeting tasks, reporting a statistically significant range of optimal values in both task completion time and throughput. Due to inherent incompatibility (i.e., lack of convert-ability) between sensitivity metrics adopted for prior pointer-based gain literature and those describing first-person targeting, we provide the first analytically demonstrated, statistically significant optimal sensitivity range useful for first-person camera controls. Furthermore, we demonstrate that this optimal sensitivity range arises (at least in part) from a speed-precision trade-off impacted by spatial task difficulty, similar to results reported in pointer-based sensitivity literature previously. Ben Boudaoud, Josef B. Spjut, Joohwan Kim |
CoG | 1 |
| 2022 | Display Size and Targeting Performance: Small Hurts, Large May HelpabstractWhich display size helps gamers win? Recommendations from the research and PC gaming communities are contradictory. We find that as display size grows, targeting performance improves. When size increases from 13′′ to 26′′, targeting time drops by over 3%. Further size increases from 26′′ through 39′′, 52′′ and 65′′, bring more modest improvements, with targeting time dropping a further 1%. While such improvements may not be meaningful for novice gamers, they are extremely important to skilled and competitive players. To produce these results, 30 gamers participated in a targeting task as we varied display size by placing a display at varying distances. We held field of view constant by varying viewport size, and resolution constant by rendering to a fixed-size off-screen buffer. This paper offers further experimental detail, and examines likely explanations for the effects of display size. Joohwan Kim, Arjun Madhusudan, Benjamin Watson 0001, Ben Boudaoud, Roland Tarrazo, Josef B. Spjut |
SIGGRAPH Asia | 4 |
| 2021 | A distributed, decoupled system for losslessly streaming dynamic light probes to thin clientsabstractWe present a networked, high-performance graphics system that combines dynamic, high-quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides many of the image quality benefits of real-time ray tracing on low-power and legacy hardware, while maintaining a low latency response and mobile form factor. Michael Stengel, Alexander Majercik, Ben Boudaoud, Morgan McGuire |
MMSys | 3 |
| 2020 | Optical Gaze Tracking with Spatially-Sparse Single-Pixel DetectorsabstractGaze tracking is an essential component of next generation displays for virtual reality and augmented reality applications. Traditional camera-based gaze trackers used in next generation displays are known to be lacking in one or multiple of the following metrics: power consumption, cost, computational complexity, estimation accuracy, latency, and form-factor. We propose the use of discrete photodiodes and light-emitting diodes (LEDs) as an alternative to traditional camera-based gaze tracking approaches while taking all of these metrics into consideration. We begin by developing a rendering-based simulation framework for understanding the relationship between light sources and a virtual model eyeball. Findings from this framework are used for the placement of LEDs and photodiodes. Our first prototype uses a neural network to obtain an average error rate of 2.67° at 400 Hz while demanding only 16 mW. By simplifying the implementation to using only LEDs, duplexed as light transceivers, and more minimal machine learning model, namely a light-weight supervised Gaussian process regression algorithm, we show that our second prototype is capable of an average error rate of 1.57° at 250 Hz using 800 mW. Richard Li 0002, Eric Whitmire, Michael Stengel, Ben Boudaoud, Jan Kautz, David P. Luebke, Shwetak N. Patel, Kaan Aksit |
ISMAR | 4 |
| 2020 | Toward Standardized Classification of Foveated DisplaysabstractEmergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner. Josef B. Spjut, Ben Boudaoud, Jonghyun Kim 0006, Trey Greer, Rachel A. Albert, Michael Stengel, Kaan Aksit, David P. Luebke |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2019 | Foveated AR: dynamically-foveated augmented reality displayabstractWe present a near-eye augmented reality display with resolution and focal depth dynamically driven by gaze tracking. The display combines a traveling microdisplay relayed off a concave half-mirror magnifier for the high-resolution foveal region, with a wide field-of-view peripheral display using a projector-based Maxwellian-view display whose nodal point is translated to follow the viewer's pupil during eye movements using a traveling holographic optical element. The same optics relay an image of the eye to an infrared camera used for gaze tracking, which in turn drives the foveal display location and peripheral nodal point. Our display supports accommodation cues by varying the focal depth of the microdisplay in the foveal region, and by rendering simulated defocus on the "always in focus" scanning laser projector used for peripheral display. The resulting family of displays significantly improves on the field-of-view, resolution, and form-factor tradeoff present in previous augmented reality designs. We show prototypes supporting 30, 40 and 60 cpd foveal resolution at a net 85° × 78° field of view per eye. Jonghyun Kim 0006, Youngmo Jeong, Michael Stengel, Kaan Aksit, Rachel A. Albert, Ben Boudaoud, Trey Greer, Joohwan Kim, Ward Lopes, Alexander Majercik, Peter Shirley, Josef B. Spjut, Morgan McGuire, David P. Luebke |
ACM Trans. Graph. | 6 |