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Josef Spjut

Biographic Data

ID7716917
NAMEJosef Spjut
GIVEN NAMESJosef
FAMILY NAMESpjut
SIGNATURESPJUT J
AFFILIATIONSNvidia
ORCID0000-0001-5483-7867
VERIFIEDYes
TOTAL WORKS4
TOTAL CITATIONS0
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Monitor refresh rate impacts FPS video gamers' perceptions of display ‘smoothness’ and target acquisition performance

    Open Access•Anna Judit Tóth, Joo-Hwan Kim et al.•ARTICLE•Social Sciences & Humanities Open•2026

    Esports, particularly First-Person Shooter (FPS) games, rely heavily on one's ability to rapidly perceive and respond to visual targets, a skill known as target acquisition. Modern gaming monitors increasingly feature higher refresh rates (up to 360Hz). The current study examined whether FPS gamers can perceptually distinguish between different monitor refresh rates (60Hz, 144Hz, 360Hz) and whether these differences translate to performance impro…

  • Modeling visually-guided aim-and-shoot behavior in first-person shooters

    Open Access•June-Seop Yoon, Hee-Seung Moon et al.•ARTICLE•International Journal of…•2025

  • Esports and expertise

    Open Access•Ben Boudaoud, Josef Spjut et al.•ARTICLE•interactions•2022

    Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us of an alternative perspective on human performance in HCI: mastery of higher-level, holistic practices. Just as a world-renowned artist is rarely evaluated for their individual brush strokes, so skilled competit…

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

No prominent works on this page.

  • Esports and expertise

    Open Access•Ben Boudaoud, Josef Spjut et al.•ARTICLE•interactions•2022

    Historically, much research and development in human computer interaction has focused on atomic and generalizable tasks, where task completion time indicates productivity. However, the emergence of competitive games and esports reminds us of an alternative perspective on human performance in HCI: mastery of higher-level, holistic practices. Just as a world-renowned artist is rarely evaluated for their individual brush strokes, so skilled competit…

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

  • Modeling visually-guided aim-and-shoot behavior in first-person shooters

    Open Access•June-Seop Yoon, Hee-Seung Moon et al.•ARTICLE•International Journal of…•2025

  • Monitor refresh rate impacts FPS video gamers' perceptions of display ‘smoothness’ and target acquisition performance

    Open Access•Anna Judit Tóth, Joo-Hwan Kim et al.•ARTICLE•Social Sciences & Humanities Open•2026

    Esports, particularly First-Person Shooter (FPS) games, rely heavily on one's ability to rapidly perceive and respond to visual targets, a skill known as target acquisition. Modern gaming monitors increasingly feature higher refresh rates (up to 360Hz). The current study examined whether FPS gamers can perceptually distinguish between different monitor refresh rates (60Hz, 144Hz, 360Hz) and whether these differences translate to performance impro…

Computer Science (3 works) · Digital Games and Media (3 works) · Citation (2 works) · Library science (2 works) · Virtual Reality Applications and Impacts (2 works) · Artificial Intelligence (1 works) · Biology (1 works) · Cognitive psychology (1 works) · Creativity in Education and Neuroscience (1 works) · Data Visualization and Analytics (1 works)

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