Florian Kern

dblp:228/4299 · DBLP profile ↗
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9ranked-venue papers
5as first author
7since 2021 · last 2025
0000-0001-7092-4872ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2025 Be Driven, Work Together: The Emergence of Autonomous Vehicles as Collaborative Workspaces
abstract
Autonomous vehicles allow people to focus on parallel tasks while the vehicle handles the driving task itself. This enables new opportunities like mobile workspaces. This paper explores the conceptualization and prototyping of a collaborative workspace in autonomous vehicles. Through a user-centered design approach, we developed a concept that utilizes the space of the vehicle interior, particularly windows, as interactive display surfaces. A prototype was simulated in virtual reality to empirically investigate its influence on collaborative work. Our work focused on two research questions: 1) How should a collaborative workspace in an autonomous vehicle be designed to utilize the unique spatial properties of an autonomous vehicle and 2) to what extend the proposed design supports Workspace Awareness, Social and Spatial Presence - factors of successful remote collaboration. The results of the empirical study indicate that including the utilization of the vehicle interior significantly improves Workspace Awareness and Social Presence compared to a layout centered only on the windshield as interaction surface. However, no significant differences were observed in Spatial Presence between the two layouts. This research highlights the potential of spatial interactions to transform autonomous vehicles into effective collaborative workspaces by leveraging the spatial affordances of the vehicle interior. It underscores the importance of user-centered design and utilizing simulation in virtual reality for the development of applications for non-driving related tasks. This work contributes to the understanding of how autonomous vehicles can be adapted for collaborative work, opening new possibilities for mobile workspaces.
Fabian Machalett, Fabienne Uehlin, Florian Kern, Carolin Wienrich
Proc. ACM Hum. Comput. Interact.3
2024 Analysis of Immersive Mid-Air Sketching Behavior, Sketch Quality, and User Experience in Design Ideation Tasks
abstract
Immersive 3D sketching systems empower users with tools to create sketches directly in the air around themselves, in all three dimensions, using only simple hand gestures. These sketching systems have the potential to greatly extend the interactive capabilities of immersive learning environments. The perceptual challenges of Virtual Reality (VR), however, combined with the ergonomic and cognitive challenges of creating mid-air 3D sketches reduce the effectiveness of immersive sketching used for problem-solving, reflection, and to capture fleeting ideas. We contribute to the understanding of the potential challenges of mid-air sketching systems in educational settings, where expression is valued higher than accuracy, and sketches are used to support problem-solving and to explain abstract concepts. We conducted an empirical study with 36 participants with different spatial abilities to investigate if the way that people sketch in mid-air is dependent on the goal of the sketch. We compare the technique, quality, efficiency, and experience of participants as they create 3D mid-air sketches in three different tasks. We examine how users approach mid-air sketching when the sketches they create serve to convey meaning and when sketches are merely reproductions of geometric models created by someone else. We found that in tasks aimed at expressing personal design ideas, between starting and ending strokes, participants moved their heads more and their controllers at higher velocities and created strokes in faster times than in tasks aimed at recreating 3D geometric figures. They reported feeling less time pressure to complete sketches but redacted a larger percentage of strokes. These findings serve to inform the design of creative virtual environments that support reasoning and reflection through mid-air sketching. With this work, we aim to strengthen the power of immersive systems that support midair 3D sketching by exploiting natural user behavior to assist users to more quickly and faithfully convey their meaning in sketches.
Samantha Monty, Florian Kern, Marc Erich Latoschik
ISMAR2
2024 Pipelining Processors for Decomposing Character Animation
abstract
This paper presents an openly available implementation of a modular pipeline architecture for character animation. It effectively decomposes frequently necessary processing steps into dedicated character processors, such as copying data from various motion sources, applying inverse kinematics, or scaling the character. Processors can easily be parameterized, extended (e.g., with AI), and freely arranged or even duplicated in any order necessary, greatly reducing side effects and fostering fine-tuning, maintenance, and reusability of the complex interplay of real-time animation steps.
Christian Merz, Jonathan Tschanter, Florian Kern, Jean-Luc Lugrin, Carolin Wienrich, Marc Erich Latoschik
VRST3
2024 Handwriting for Text Input and the Impact of XR Displays, Surface Alignments, and Sentence Complexities
abstract
Text input is desirable across various eXtended Reality (XR) use cases and is particularly crucial for knowledge and office work. This article compares handwriting text input between Virtual Reality (VR) and Video See-Through Augmented Reality (VST AR), facilitated by physically aligned and mid-air surfaces when writing simple and complex sentences. In a $2\times 2\times 2$ experimental design, 72 participants performed two ten-minute handwriting sessions, each including ten simple and ten complex sentences representing text input in real-world scenarios. Our developed handwriting application supports different XR displays, surface alignments, and handwriting recognition based on digital ink. We evaluated usability, user experience, task load, text input performance, and handwriting style. Our results indicate high usability with a successful transfer of handwriting skills to the virtual domain. XR displays and surface alignments did not impact text input speed and error rate. However, sentence complexities did, with participants achieving higher input speeds and fewer errors for simple sentences (17.85 WPM, 0.51% MSD ER) than complex sentences (15.07 WPM, 1.74% MSD ER). Handwriting on physically aligned surfaces showed higher learnability and lower physical demand, making them more suitable for prolonged handwriting sessions. Handwriting on mid-air surfaces yielded higher novelty and stimulation ratings, which might diminish with more experience. Surface alignments and sentence complexities significantly affected handwriting style, leading to enlarged and more connected cursive writing in both mid-air and for simple sentences. The study also demonstrated the benefits of using XR controllers in a pen-like posture to mimic styluses and pressure-sensitive tips on physical surfaces for input detection. We additionally provide a phrase set of simple and complex sentences as a basis for future text input studies, which can be expanded and adapted.
Florian Kern, Jonathan Tschanter, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.1
2023 Text Input for Non-Stationary XR Workspaces: Investigating Tap and Word-Gesture Keyboards in Virtual and Augmented Reality
abstract
This article compares two state-of-the-art text input techniques between non-stationary virtual reality (VR) and video see-through augmented reality (VST AR) use-cases as XR display condition. The developed contact-based mid-air virtual tap and word-gesture (swipe) keyboard provide established support functions for text correction, word suggestions, capitalization, and punctuation. A user evaluation with 64 participants revealed that XR displays and input techniques strongly affect text entry performance, while subjective measures are only influenced by the input techniques. We found significantly higher usability and user experience ratings for tap keyboards compared to swipe keyboards in both VR and VST AR. Task load was also lower for tap keyboards. In terms of performance, both input techniques were significantly faster in VR than in VST AR. Further, the tap keyboard was significantly faster than the swipe keyboard in VR. Participants showed a significant learning effect with only ten sentences typed per condition. Our results are consistent with previous work in VR and optical see-through (OST) AR, but additionally provide novel insights into usability and performance of the selected text input techniques for VST AR. The significant differences in subjective and objective measures emphasize the importance of specific evaluations for each possible combination of input techniques and XR displays to provide reusable, reliable, and high-quality text input solutions. With our work, we form a foundation for future research and XR workspaces. Our reference implementation is publicly available to encourage replicability and reuse in future XR workspaces.
Florian Kern, Florian Niebling, Marc Erich Latoschik
IEEE Trans. Vis. Comput. Graph.1
2021 Using Hand Tracking and Voice Commands to Physically Align Virtual Surfaces in AR for Handwriting and Sketching with HoloLens 2
abstract
In this paper, we adapt an existing VR framework for handwriting and sketching on physically aligned virtual surfaces to AR environments using the Microsoft HoloLens 2. We demonstrate a multimodal input metaphor to control the framework’s calibration features using hand tracking and voice commands. Our technical evaluation of fingertip/surface accuracy and precision on physical tables and walls is in line with existing measurements on comparable hardware, albeit considerably lower compared to previous work using controller-based VR devices. We discuss design considerations and the benefits of our unified input metaphor suitable for controller tracking and hand tracking systems. We encourage extensions and replication by providing a publicly available reference implementation (https://go.uniwue.de/hci-otss-hololens).
Florian Kern, Thore Keser, Florian Niebling, Marc Erich Latoschik
VRST1
2021 3D Printing an Accessory Dock for XR Controllers and its Exemplary Use as XR Stylus
abstract
This article introduces the accessory dock, a 3D printed multi-purpose extension for consumer-grade XR controllers that enables flexible mounting of self-made and commercial accessories. The uniform design of our concept opens new opportunities for XR systems being used for more diverse purposes, e.g., researchers and practitioners could use and compare arbitrary XR controllers within their experiments while ensuring access to buttons and battery housing. As a first example, we present a stylus tip accessory to build an XR Stylus, which can be directly used with frameworks for handwriting, sketching, and UI interaction on physically aligned virtual surfaces. For new XR controllers, we provide instructions on how to adjust the accessory dock to the controller’s form factor. A video tutorial for the construction and the source files for 3D printing are publicly available for reuse, replication, and extension (https://go.uniwue.de/hci-otss-accessory-dock).
Florian Kern, Matthias Popp, Peter Kullmann, Elisabeth Ganal, Marc Erich Latoschik
VRST1
2019 Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation
abstract
Virtual Reality (VR) technology offers promising opportunities to improve traditional treadmill-based rehabilitation programs. We present an immersive VR rehabilitation system that includes a head-mounted display and motion sensors. The application is designed to promote the experience of relatedness, autonomy, and competence. The application uses procedural content generation to generate diverse landscapes. We evaluated the effect of the immersive rehabilitation system on motivation and affect. We conducted a repeated measures study with 36 healthy participants to compare the immersive program to a traditional rehabilitation program. Participants reported significant greater enjoyment, felt more competent and experienced higher decision freedom and meaningfulness in the immersive VR gait training compared to the traditional training. They experienced significantly lower physical demand, simulator sickness, and state anxiety, and felt less pressured while still perceiving a higher personal performance. We derive three design implications for future applications in gait rehabilitation: Immersive VR provides a promising augmentation for gait rehabilitation. Gamification features provide a design guideline for content creation in gait rehabilitation. Relatedness and autonomy provide critical content features in gait rehabilitation.
Florian Kern, Carla Winter, Dominik Gall, Ivo Käthner, Paul Pauli, 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.2