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Jan-Philipp Stauffert

dblp:161/2683 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0002-7789-5426ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorHuman-computer interaction and ubiquitous computing · 3 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
4 papers
Virtual and augmented reality · 100%
Computer architecture, parallel and distributed computing, and storage systems
2 papers
Performance modeling and evaluation · 78% Embedded and real-time systems · 22%
Software engineering, system software, and programming languages
1 paper
Operating systems · 100%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
immersive interaction
0.832020
Simultaneous Run-Time Measurement of Motion-to-Photon Latency and Latency Jitter · VR 2020
Effects of Latency Jitter on Simulator Sickness in a Search Task · VR 2018
Reducing application-stage latencies of interprocess communication techniques for real-time interactive systems · VR 2016
Virtual and augmented reality
motion-to-photon latency
0.412020
Simultaneous Run-Time Measurement of Motion-to-Photon Latency and Latency Jitter · VR 2020
Performance modeling and evaluation
benchmarking
0.412020
Simultaneous Run-Time Measurement of Motion-to-Photon Latency and Latency Jitter · VR 2020
Performance modeling and evaluation
latency measurement
0.412020
Simultaneous Run-Time Measurement of Motion-to-Photon Latency and Latency Jitter · VR 2020
Virtual and augmented reality › virtual reality
social virtual reality
0.412019
Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality · IEEE Trans. Vis. Comput. Graph. 2019
Virtual and augmented reality
cybersickness
0.312018
Effects of Latency Jitter on Simulator Sickness in a Search Task · VR 2018
Operating systems
interprocess communication
0.212016
Reducing application-stage latencies of interprocess communication techniques for real-time interactive systems · VR 2016
Embedded and real-time systems
real-time operating systems
0.212016
Reducing application-stage latencies of interprocess communication techniques for real-time interactive systems · VR 2016
Usability and user experience research
user experience evaluation
0.112018
Effects of Latency Jitter on Simulator Sickness in a Search Task · VR 2018

Methods — techniques the papers use, named apart from their topics

artificial latency injection · 0.9apparatus measurement · 0.9benchmarking · 0.8Linux RT · 0.8simulator sickness questionnaire · 0.7physiological measurement · 0.7user study · 0.4technical benchmarks · 0.4photogrammetry · 0.4
YearPublicationVenuePosition
2020 Simultaneous Run-Time Measurement of Motion-to-Photon Latency and Latency Jitter
abstract
Latency in Virtual Reality (VR) applications can have numerous detrimental effects, e.g., a hampered user experience, a reduced user performance, or the occurrence of cybersickness. In VR environments, latency usually is measured as Motion-to-Photon (MTP) latency and reported as a mean value. This mean is taken during some specific intervals of sample runs with the target system, often detached in significant aspects from the final target scenario, to provide the necessary boundary conditions for the measurements. Additionally, the reported mean value is agnostic to dynamic and spiking latency behavior. This paper introduces an apparatus that is capable of determining per-frame MTP latency to capture dynamic MTP latency and latency jitter in addition to the commonly reported mean values of latency. The approach is evaluated by measuring MTP latency of a VR simulation based on the Unreal engine and the HTC Vive as a typical consumer-grade Head-Mounted Display (HMD). In contrast to previous approaches, the system does not rely on the HMD to be fixed to an external apparatus, can be used to assess any simulation setup, and can be extended to continuously measure latency during run-time. We evaluate the accuracy of our apparatus by injecting a controlled artificial latency in a VR simulation. We show that latency jitter artifacts already occur without system load, potentially caused by the tracking of the specific HMD, and how mean latency and jitter increase under system load, leading to dropped frames and an overall degraded system performance. The presented system can be used to monitor latency and latency jitter as critical simulation characteristics necessary to report and control to avoid unwanted effects and detrimental system performance.
Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
VR1
2019 Not Alone Here?! Scalability and User Experience of Embodied Ambient Crowds in Distributed Social Virtual Reality
abstract
This article investigates performance and user experience in Social Virtual Reality (SVR) targeting distributed, embodied, and immersive, face-to-face encounters. We demonstrate the close relationship between scalability, reproduction accuracy, and the resulting performance characteristics, as well as the impact of these characteristics on users co-located with larger groups of embodied virtual others. System scalability provides a variable number of co-located avatars and Al-controlled agents with a variety of different appearances, including realistic-looking virtual humans generated from photogrammetry scans. The article reports on how to meet the requirements of embodied SVR with today's technical off-the-shelf solutions and what to expect regarding features, performance, and potential limitations. Special care has been taken to achieve low latencies and sufficient frame rates necessary for reliable communication of embodied social signals. We propose a hybrid evaluation approach which coherently relates results from technical benchmarks to subjective ratings and which confirms required performance characteristics for the target scenario of larger distributed groups. A user-study reveals positive effects of an increasing number of co-located social companions on the quality of experience of virtual worlds, i.e., on presence, possibility of interaction, and co-presence. It also shows that variety in avatar/agent appearance might increase eeriness but might also stimulate an increased interest of participants about the environment.
Marc Erich Latoschik, Florian Kern, Jan-Philipp Stauffert, Andrea Bartl, Mario Botsch, Jean-Luc Lugrin
IEEE Trans. Vis. Comput. Graph.3
2018 Effects of Latency Jitter on Simulator Sickness in a Search Task
abstract
Low latency is a fundamental requirement for Virtual Reality (VR) systems to reduce the potential risks of cybersickness and to increase effectiveness, efficiency and user experience. In contrast to the effects of uniform latency degradation, the influence of latency jitter on user experience in VR is not well researched, although today's consumer VR systems are vulnerable in this respect. In this work we report on the impact of latency jitter on cybersickness in HMD-based VR environments. Test subjects are given a search task in Virtual Reality, provoking both head rotation and translation. One group experienced artificially added latency jitter in the tracking data of their head-mounted display. The introduced jitter pattern was a replication of a real-world latency behavior extracted and analyzed from an existing example VR-system. The effects of the introduced latency jitter were measured based on self-reports simulator sickness questionnaire (SSQ) and by taking physiological measurements. We found a significant increase in self-reported simulator sickness. We therefore argue that measure and control of latency based on average values taken at a few time intervals is not enough to assure a required timeliness behavior but that latency jitter needs to be considered when designing experiences for Virtual Reality.
Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
VR1
2016 Reducing application-stage latencies of interprocess communication techniques for real-time interactive systems
abstract
Latency jitter is a pressing problem in Virtual Reality (VR) applications. This paper analyzes latency jitter caused by typical interprocess communication (IPC) techniques commonly found in today's computer systems used for VR. Test programs measure the scalability and latencies for various IPC techniques, where increasing number of threads are performing the same task concurrently. We use four different implementations on a vanilla Linux kernel as well as on a real-time (RT) Linux kernel to further assess if a RT variant of a multiuser multiprocess operating system can prevent latency spikes and how this behavior would apply to different programming languages and IPC techniques. We found that Linux RT can limit the latency jitter at the cost of throughput for certain implementations. Further, coarse grained concurrency should be employed to avoid adding up of scheduler latencies, especially for native system space IPC, while actor systems are found to support a higher degree of concurrency granularity and a higher level of abstraction.
Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
VR1
2016 Towards comparable evaluation methods and measures for timing behavior of virtual reality systems
abstract
A low latency is a fundamental timeliness requirement to reduce the potential risks of cyber sickness and to increase effectiveness, efficiency, and user experience of Virtual Reality Systems. The effects of uniform latency degradation based on mean or worst-case values are well researched. In contrast, the effects of latency jitter, the distribution pattern of latency changes over time has largely been ignored so far although today's consumer VR systems are extremely vulnerable in this respect. We investigate the applicability of the Walsh, generalized ESD, and the modified z-score test for the detection of outliers as one central latency distribution aspect. The tests are applied to well defined test cases mimicking typical timing behavior expected from concurrent architectures of today. We introduce accompanying graphical visualization methods to inspect, analyze and communicate the latency behavior of VR systems beyond simple mean or worst-case values. As a result, we propose a stacked modified z-score test for more detailed analysis.
Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
VRST1