WORKSHOP SUMMARY
  
  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.
  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.
  WORKSHOP DATE AND ONLINE ACCESS
  
  The EHPHCI workshop will be held online on Saturday May 8, as part of the ACM CHI 
  Conference. The workshop will run from 1300 - 1800 UTC 
  (this site shows your local time).
 
 
  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 
  registration for ACM CHI. After registering, you may access the workshop
  through CHI's Delegate Connect 
  service, which uses Zoom. In addition, we have created a workshop Discord server, which you may access using this 
  invitation link.
 
 Videos of EHPHCI's presentations are now available at its 
 YouTube channel.
  PROGRAM
  EHPHCI Session 1: Introduction and Keynote (1300 - 1350)
  
    
    
      Welcome & Keynote Introduction:
      The organizers welcome authors and attendees to the workshop, and introduce the keynote speaker, Amine Issa.
      (1300 - 1310)
      
      Session co-chairs — Kim J, Spjut & Watson
    
   
  
    
    
      Keynote — Amine Issa:
      Amine earned his doctorate at the Mayo Clinic researching the extremes of human performance, with his findings 
      developed into technology for mobile health and remote monitoring. He played video games for decades, 
      and competed professionally for a couple years. He found many broader lessons in performance 
      that can be learned from the arena of esports. He channelled both his performance and gaming passions to 
      found Mobalytics, a performance assessment and optimization platform for gamers.
      (1310 - 1335)
    
   
  
    
    
      Discussion:
      Amine discusses his keynote with attendees.
      (1335 - 1350)
    
   
  EHPHCI Session 2: Players and Teamwork (1400 - 1450, 
  videos)
  
    
    
      Attendee introductions:
      One third of attendees introduce themselves briefly.
      (1400 - 1410)
      
      Session co-chairs — Lee & Putrino
      
      Introductions — Lee, Putrino, Borduas, Claypool, Daly, Kiefer, Klarkowski & Kleinman
    
   
 
  
    
    
      Paralysis by Analysis: Choking, Clutching, and Reinvestment in Competitive Gameplay
      Nicole Beres, Madison Klarkowski and Regan Mandryk
      (1410 - 1417, 
video)
      
      
Abstract: Video games frequently invoke high-pressure circumstances in which player performance is crucial. 
      These high-pressure circumstances are incubators for ‘choking’ and ‘clutching’ — phenomena that broadly address 
      critical failures and successes in performance, respectively.... 
    
 
   
 
  
    
    
      Esports and Domain General Research for High Performance Teams 
      Jason G. Reitman and Constance Steinkuehler
      (1417 - 1424, 
video)
      
      
Abstract: 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....
    
 
   
 
  
  
  
 
  
    
    
      Discussion:
      The session's authors take and discuss questions as a single panel.
      (1438 - 1450)
    
   
  
  EHPHCI Session 3: Perception (1500 - 1550, 
  videos)
  
    
    
      Attendee introductions:
      (1500 - 1510)
      
      Session co-chairs — Kim J & Watson
      
      Introductions — Kim J, Watson, Listman, Liu, Madhusudan, Park, Reitman & Saul
    
   
 
  
 
  
    
    
      Revisiting the Perceived Motion Model that Predicted 360 fps Displays 
      Scott Daly
     (1517 - 1524, 
video)
      
      
Abstract: 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 ....
    
 
   
  
  
 
  
    
    
      Benefits of Immersive Spatial Audio on Athlete Reaction Times in E-sports 
      Alex Brandmeyer, Nathan Swedlow and Poppy Crum
      (1531 - 1538, 
video)
      
      
Abstract: 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....
    
 
   
 
  
    
    
      Discussion:
      The session's authors take and discuss questions as a single panel.
      (1538 - 1550)
    
   
  
  EHPHCI Session 4: Latency (1600 - 1650, 
  videos)
  
    
    
      Attendee introductions:
      (1600 - 1610)
      
      Session co-chairs — Kim S & Listman
      
      Introductions — Kim S, Listman, Schmid, Seif El-Nasr, Shergadwala, Spjut, Swedlow, Akhillesh, Wimmer... and anyone we left out!
    
   
 
  
    
    
      Yet Another Latency Measuring Device 
      Andreas Schmid and Raphael Wimmer 
      (1610 - 1617, 
video)
      
      
Abstract: 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....
    
 
   
  
  
 
  
    
    
      A Case Study of First Person Aiming at Low Latency for Esports 
      Josef Spjut, Ben Boudaoud and Joohwan Kim
      (1624 - 1632, 
video)
      
      
Abstract: 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....
    
 
   
  
  
    
    
      Discussion:
      The session's authors take and discuss questions as a single panel.
      (1632 - 1644)
    
   
  
  
    
    
      Formal closing:
      The organizers end the formal part of the EHPHCI program, and introduce the informal part.
      (1644 - 1650)
    
   
  
  EHPHCI Session 5: Gameplay and Informal Discussion (1700 - 1750)
  
    
    
      Informal time:
      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! 
    
   
 
 
 
  SUBMISSIONS
  EHPHCI has two submission tracks: short papers (research, position or case study) and posters.
  Short Research Papers
 
  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.
  Short Position Papers
 
  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.
  Short Case Study Papers
 
  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.
  Posters
 
  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).
 
 
  
  IMPORTANT DATES
  
Deadlines are at 11:59 PM in the 
  last timezone on Earth.
  Submission deadline: January 31 February 24, 2021
  Notification: February 21 March 17, 2021
  Speaker schedule available: April 1 April 2, 2021
  Camera-ready deadline: April 1 April 10, 2021
 
  Workshop: Saturday, May 8, 2021
    
   
  ORGANIZERS
   
  The quickest way to contact EHPHCI's organizers is via their shared email, 
  ehphci@googlegroups.com. 
  To stay connected to the workshop and its community, 
  join its google group.
 
  Ben Watson, North Carolina State University 
  (bwatson@ncsu.edu)
  Josef Spjut, NVIDIA Research (jspjut@nvidia.com)
  Joohwan Kim, NVIDIA Research 
  (sckim@nvidia.com)
  Jennifer Listman, Statespace Labs 
  (jenny@statespacelabs.com)
 
  Sunjun Kim, DGIST (sunjun_kim@dgist.ac.kr)
 
  Raphael Wimmer, University of Regensburg 
  (raphael.wimmer@ur.de)
  
  David Putrino, Mt Sinai Health System 
  (david.putrino@mountsinai.org)
  
  Byungjoo Lee, KAIST (byungjoo.lee@kaist.ac.kr)