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<!DOCTYPE html>
<html>
<head>
<title>EHPHCI: Esports and High Performance HCI</title>
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<body>
<div id="banner">
<div id="headerbox">
<header>
<div class="imgbox"><img src="thumbnails/icon.square.png" /></div>
<div class="textbox">
<h1 id="project_title">EHPHCI: <br/>Esports and High Performance HCI</h1>
<h2 id="project_tagline">
Saturday, May 8<sup>th</sup><br/><br/>
1300 - 1800 UTC (<a href="https://www.timeanddate.com/worldclock/fixedtime.html?iso=20210508T13">local time</a>)
</h2>
</div>
</header>
</div>
</div>
<section class="textsection">
<h1 class="firsth1">WORKSHOP SUMMARY</h1>
<p>Competitive esports is a growing worldwide phenomenon now rivaling traditional sports, with over 450 million views and 1
billion US dollars in revenue each year. For comparison, Major League Baseball has 500 million views and $10 billion in
revenue, FIFA Soccer 900 million and $1.6 billion. Despite this significant popularity, much of the world remains unaware
of esports — and in particular, research on and for esports is still extremely scarce compared to esports’ impact and
potential.</p>
<p>The Esports and High Performance HCI (EHPHCI) workshop will begin addressing that research gap. In esports, athletes
compete through the computer interface. Because this interface can make the difference between winning and losing, esports
athletes are among the most expert computer interface users in the world, as other athletes are experts in using balls and
shoes in traditional sports. The premise of this workshop is that people will apply esports technology broadly, improving
performance in a wide range of human activity. The workshop will gather experts in engineering, human factors, psychology,
design and the social and health sciences to discuss this deeply multidisciplinary enterprise.</p>
<h1>WORKSHOP DATE AND ONLINE ACCESS</h1>
<p>The EHPHCI workshop will be held online on Saturday May 8, as part of the <a href="https://chi2021.acm.org/">ACM CHI
Conference</a>. The workshop will run from 1300 - 1600 UTC
(<a href="https://www.timeanddate.com/worldclock/fixedtime.html?iso=20210508T13">this site</a> shows your local time).</p>
<p>Workshop registration and attendance requires an access code. If you do not already have a code, you may email the
organizers to request one, but unfortunately, codes are limited. Registration costs $30, plus the cost of at least a one day
<a href="https://chi2021.acm.org/register">registration for ACM CHI</a>. We will provide further details on how to attend
online soon.</p>
</section>
<section class="programsection">
<h1>PROGRAM</h1>
<h2 class="firsth2">EHPHCI Session 1: Introduction and Keynote (1300 - 1350)</h2>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Welcome:</em><br/>
The organizers welcome authors and attendees to the workshop.
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Keynote:</em><br/>
The keynote speaker gives a presentation, and answers questions.
</div>
</div>
<h2>EHPHCI Session 2: Players and Teamwork (1400 - 1450)</h2>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Attendee introductions:</em><br/>
One third of attendees introduce themselves briefly.
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.beres.png" /></div>
<div class="textbox">
<a href=""><em>Paralysis by Analysis: Choking, Clutching, and Reinvestment in Competitive Gameplay</em></a><br>
Nicole Beres, Madison Klarkowski and Regan Mandryk<br>
<br>
<em>Abstract:</em> Video games frequently invoke high-pressure circumstances in which player performance is crucial.
These high-pressure circumstances are incubators for ‘choking’ and ‘clutching’ &mdash phenomena that broadly address
critical failures and successes in performance, respectively....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.reitman.png" /></div>
<div class="textbox">
<a href=""><em>Esports and Domain General Research for High Performance Teams</em></a> <br>
Jason G. Reitman and Constance Steinkuehler <br>
<br>
<em>Abstract:</em> Through our work studying team communication and awareness under stress in elite and developing
esports teams, we are building a foundation for testing the generalizability of findings between similar teams in
disparate domains....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.shergadwala.png" /></div>
<div class="textbox">
<a href=""><em>Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and Engineering</em></a> <br>
Murtuza N. Shergadwala and Magy Seif El-Nasr<br>
<br>
<em>Abstract:</em> The role of AI in esports is shifting from leveraging games as a testbed for improving AI algorithms
to addressing the needs of the esports players such as enhancing their gaming experience, esports skills, and providing
coaching.....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.kleinman.png" /></div>
<div class="textbox">
<a href=""><em>Using Data to "Git Gud": A Push for a Player-Centric approach to the Use of Data in Esports</em></a> <br>
Erica Kleinman and Magy Seif El-Nasr<br>
<br>
<em>Abstract:</em> The rapid increase in the availability of player data and the advancement of player modeling technologies
have resulted in an abundance of data driven systems for the domain of esports, both within academia and the industry. However,
there is a notable lack....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Discussion:</em><br/>
The session's authors take and discuss questions as a single panel.
</div>
</div>
<h2>EHPHCI Session 3: Perception (1500 - 1550)</h2>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Attendee introductions:</em><br/>
One third of attendees introduce themselves briefly.
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.kiefer.png" /></div>
<div class="textbox">
<a href=""><em>From Traditional Sport to eSports: Leveraging Perceptual Research to Accelerate Skill Development</em></a> <br>
Adam W. Kiefer, Ryan P. MacPherson and Derek Panchuk2<br>
<br>
<em>Abstract:</em> As in traditional sport, proficient decision making is fundamental to successful eSport performance.
Specifically, the assessment and targeting of mechanisms underlying the decision making process are of central importance....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.daly.png" /></div>
<div class="textbox">
<a href=""><em>Revisiting the Perceived Motion Model that Predicted 360 fps Displays</em></a> <br>
Scott Daly<br>
<br>
<em>Abstract:</em> A previous model of motion perception used in engineering display and signal format design predicted
the need for a 360 FPS (frames per second) and 1080-line display and image signal format system, in order to match the
viewing of reality. Now that 360 FPS gaming monitors are on the market, the model is revisited with twenty years of new
studies, display technology advancements such as HDR ....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.madhusudan.png" /></div>
<div class="textbox">
<a href=""><em>Better Frame Rates or Better Visuals? An Early Report of Player Practice in Esports</em></a> <br>
Arjun Madhusudan and Benjamin Watson<br>
<br>
<em>Abstract:</em> Esports athletes often reduce visual quality to improve latency and frame rate, and increase
their in-game performance. While limited research has examined the effects of this visuo-spatial tradeoff on
performance, we could find no work studying how widespread....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.brandmeyer.png" /></div>
<div class="textbox">
<a href=""><em>Benefits of Immersive Spatial Audio on Athlete Reaction Times in E-sports</em></a> <br>
Alex Brandmeyer, Nathan Swedlow and Poppy Crum<br>
<br>
<em>Abstract:</em> Recreational gaming and competitive e-sports represent a highly significant and growing sector
of the home entertainment market. As the underlying technologies (consoles, PCs) that support gaming have scaled
in capacity (e.g. CPU, GPU, RAM, DSP, controllers/interfaces, display technologies, etc.), game developers have
been able to leverage this increased capacity to create richer worlds....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Discussion:</em><br/>
The session's authors take and discuss questions as a single panel.
</div>
</div>
<h2>EHPHCI Session 4: Latency (1600 - 1650)</h2>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Attendee introductions:</em><br/>
One third of attendees introduce themselves briefly.
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.schmid.png" /></div>
<div class="textbox">
<a href=""><em>Yet Another Latency Measuring Device</em></a> <br>
Andreas Schmid and Raphael Wimmer <br>
<br>
<em>Abstract:</em> End-to-end latency — the time a computer system needs from an input event until output is displayed —
directly influences task difficulty and user experience. It is therefore an important topic in HCI research. Different
human-computer interfaces require different....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.liu.png" /></div>
<div class="textbox">
<a href=""><em>Comparing the Effects of Network Latency versus Local Latency on Competitive First Person Shooter Game Players</em></a> <br>
Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James Scovell and Jamie Sherman<br>
<br>
<em>Abstract:</em> Competitive gamers, and especially esports gamers, want lower latency to improve their chances of winning. There are mainly
two sources of latency – local system latency and network latency. While researchers have studied the effects of both, a direct comparison....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/thumb.spjut.png" /></div>
<div class="textbox">
<a href=""><em>A Case Study of First Person Aiming at Low Latency for Esports</em></a> <br>
Josef Spjut, Ben Boudaoud and Joohwan Kim<br>
<br>
<em>Abstract:</em> Lower computer system input-to-output latency substantially reduces many task completion times. In fact, literature shows
that reduction in targeting task completion time from decreased latency often exceeds the decrease in latency alone. However, for aiming....
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Discussion:</em><br/>
The session's authors take and discuss questions as a single panel.
</div>
</div>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Formal closing:</em><br/>
The organizers end the formal part of the EHPHCI program, and introduce the informal part.
</div>
</div>
<h2>EHPHCI Session 5: Gameplay and Informal Discussion (1700 - 1750)</h2>
<div class="pres">
<div class="imgbox"><img src="thumbnails/icon.black.png" /></div>
<div class="textbox">
<em>Informal time:</em><br/>
Attendees get to know one another a bit by moving from the official ACM CHI platform to Discord video
breakouts and online games. Feel free to eat and drink!
</div>
</div>
</section>
<section class="textsection">
<h1>SUBMISSIONS</h1>
<p>EHPHCI has two submission tracks: short papers (research, position or case study) and posters.</p>
<h2>Short Research Papers</h2>
<p>We invite submission of research papers between 2 and 4 pages long, with length matching content.
Research papers will be reviewed based on how well claims are supported by evidence. Submissions are
expected to include all materials and data needed to replicate and reproduce any figures, analyses,
and methods. If anything cannot be publicly shared (e.g., for data privacy concerns), state the
reason in the paper.</p>
<h2>Short Position Papers</h2>
<p>We invite submission of position papers between 2 and 4 pages long, with length matching content.
Position papers are problem discussions or statements describing the author's relevant experience and
ideas with regards to esports and high performance HCI research, and in particular the focus topic of
the workshop. Position papers will be selected according to their importance and relevance for the
workshop topics and how well they will fit the planned discussions.</p>
<h2>Short Case Study Papers</h2>
<p>We invite submission of position papers between 2 and 4 pages long, with length matching content.
Case study papers describe applications of esports and high performance HCI technology. Case study
papers will be selected by their match to workshop themes, and their likelihood to generate discussion.</p>
<h2>Posters</h2>
<p>We invite both late-breaking work and contributions in this area in the form of extended abstracts 1
to 2 pages in length (plus an additional page for references).</p>
</section>
<section class="textsection">
<h1>IMPORTANT DATES</h2>
<p>Deadlines are at 11:59 PM in the <a href="https://www.google.com/search?q=time+in+baker+island">
last timezone on Earth</a>.</p>
<p>Submission deadline: <del>January 31</del> February 24, 2021</p>
<p>Notification: <del>February 21</del> March 17, 2021</p>
<p>Speaker schedule available: <del>April 1</del> April 2, 2021</p>
<p>Camera-ready deadline: <del>April 1</del> April 10, 2021</p>
<p>Workshop: Saturday, May 8, 2021</p>
</section>
<section class="textsection">
<h1>ORGANIZERS</h1>
<p>The quickest way to contact EHPHCI's organizers is via their shared email,
<a href="mailto:[email protected]">[email protected]</a>.
To stay connected to the workshop and its community,
<a href="mailto:[email protected]">join its google group</a>.</p>
<p><a href="https://watson.csc.ncsu.edu/">Ben Watson</a>, North Carolina State University
([email protected])</p>
<p><a href="http://josef.spjut.me/">Josef Spjut</a>, NVIDIA Research ([email protected])</p>
<p><a href="https://research.nvidia.com/person/joohwan-kim">Joohwan Kim</a>, NVIDIA Research
([email protected])</p>
<p><a href="https://www.linkedin.com/in/jenniferlistman/">Jennifer Listman</a>, Statespace Labs
([email protected])</p>
<p><a href="http://kuaa.net/">Sunjun Kim</a>, DGIST ([email protected])</p>
<p><a href="https://hci.ur.de/people/raphael_wimmer">Raphael Wimmer</a>, University of Regensburg
([email protected])</p>
<p><a href="https://www.putrinolab.net/about">David Putrino</a>, Mt Sinai Health System
([email protected])</p>
<p><a href="http://leebyungjoo.com/">Byungjoo Lee</a>, KAIST ([email protected])</p>
</section>
</body>
</html>