VLDB 2026 Research / reviewers in the wild / expert
David Halbhuber
dblp:248/7387
· DBLP profile ↗
9ranked-venue papers
5as first author
8since 2021 · last 2026
0000-0001-9172-807XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 5 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Anticipating Physical Processes in VR: Environment Type and Scale Alter Temporal ExpectationsabstractAccurate temporal expectations support interaction in virtual reality (VR), yet it remains unclear whether the internal models that guide such expectations in the real world transfer unchanged to immersive VR. We report two experiments examining expected durations of gravity-driven motion across real and virtual environments. In Experiment 1, participants imagined a ball rolling down ramps in a physical lab, a 1:1 VR replica, and an up-scaled VR room and produced the time the imagined process would take. Results revealed systematic distortions: durations were underestimated in VR relative to the physical lab, and larger virtual spaces elicited longer durations. Experiment 2 assessed whether participants incorporated gravity laws into their simulations. Although gravitational acceleration was consistently underestimated, it was incorporated in both real and virtual environments. Our findings show that VR and its spatial scale bias temporal expectations, with implications for the design of temporally coherent and physically plausible VR experiences. Martin Riemer, Elisa Valletta, David Halbhuber, Johanna Bogon |
CHI | 3 |
| 2025 | Cognitive Integration of Delays: Anticipated System Delays Slow Down User Actions
Johanna Bogon, Sabrina Hößl, Christian Wolff 0001, Niels Henze, David Halbhuber |
CHI | 5 |
| 2023 | Play with my Expectations: Players Implicitly Anticipate Game Events Based on In-Game Time-Event CorrelationsabstractTemporal regularities and the timing of events and actions such as anticipating enemy movements or planning one’s next move are essential components of almost every video game. Thus, to succeed in video games, it is advantageous to anticipate events and prepare relevant actions before they occur. This work explores whether elapsed time can be used as a predictive cue for implicitly anticipating events in video games. Inspired by findings from psychology, we implemented multiple time-event correlations in a custom video game by pairing specific delays with specific game events. Participants had to shoot targets that appeared at different locations. After a certain delay (e.g., 0.8 s), the targets appeared more frequently (80 % of all appearances) at a specific location (e.g., left up). Our analysis of 25 participants provides evidence that players implicitly learned the implemented time-event correlations and used them to anticipate the location of upcoming targets. This led to improved game performance. Although no participant realised the implemented temporal regularities, targets were shot faster when preceded by the frequently paired delay. Our findings pave the way for game developers and researchers alike to more creatively combine human temporal processing with temporal aspects of video games. David Halbhuber, Roland Thomaschke, Niels Henze, Christian Wolff 0001, Kilian Probst, Johanna Bogon |
MUM | 1 |
| 2023 | Small Latency Variations Do Not Affect Player Performance in First-Person ShootersabstractIn interactive systems high latency affects user performance and experience. This is especially problematic in video games. A large number of studies on this topic investigated the effects of constant, high latency. However, in practice, latency is never constant but varies by up to 100 ms due to variations in processing time and delays added by polling between system components. In a large majority of studies, these variations in latency are neither controlled for nor reported. Thus, it is unclear to which degree small, continuous variations in latency affect user performance. If these unreported variations had a significant impact, this might cast into doubt the findings of some studies. To investigate how latency variation affects player performance and experience in games, we conducted an experiment with 28 participants playing a first-person shooter. Participants played with two levels of base latency (50 ms vs. 150 ms) and variation (0 ms vs. 50 ms). As expected, high base latency significantly reduces player performance and experience. However, we found strong evidence that small variations in latency in the order of 50 ms, do not affect player performance significantly. Thus, our findings mitigate concerns that previous latency studies might have systematically ignored a confounding effect. Andreas Schmid 0008, David Halbhuber, Raphael Wimmer, Niels Henze |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | The Effects of Latency and In-Game Perspective on Player Performance and Game ExperienceabstractPrevious work shows that high latency, a prolonged delay between player in- and system output, negatively affects player experience and performance. However, previous work also comes to contrary conclusions about how the in-game perspective alters the latency sensitivity of video games. Currently, it is unclear if the in-game perspective independently modulates latency's effects. To investigate how a game's in-game perspective interacts with latency, we developed a shooting game incorporating three perspectives (First-Person-, Third-Person-, and Bird's-Eye-View). In a study, participants (N = 36) played with two levels of latency (low and high) and the three perspectives. We show that latency reduces performance and experience, independent of the perspective. Moreover, Bayesian analysis suggests that the in-game perspective does not interact with latency and does not affects performance or experience. We conclude that more robust means to categorize latency sensitivity of video games than the in-game perspective are required. David Halbhuber, Philipp Schauhuber, Valentin Schwind, Niels Henze |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter PlayersabstractUsers’ expectations about systems alter how they interact with them, thereby influencing their experience. Latency is also known to alter experience and performance in interactive systems, particularly in video games. Currently, it is unclear if users’ expectations influence latency-based effects. We report the results of an experiment (N = 24) in which participants played a video game with four levels of phantom latency (30 ms, 60 ms, 90 ms, and 120 ms). Crucially, all rounds were played with 75 ms of actual latency, we merely changed its presentation in the game. We show that a high phantom latency reduces game experience and performance. Participants were least accurate and effective when playing with 120 ms while feeling the least competent and tensest. We concluded that the effects of latency are partly expectation-based. Latency researchers, developers, and gamers must be aware of the effects induced by the expectation of latency. David Halbhuber, Maximilian Schlenczek, Johanna Bogon, Niels Henze |
MUM | 1 |
| 2022 | Don't Break my Flow: Effects of Switching Latency in Shooting Video GamesabstractLatency is inherently part of every interactive computing system and particularly important for video games. Previous work shows that constant latency above 25 ms reduces game experience and player performance. However, latency in the wild varies and is never constant due to multiple factors, such as updates in routing tables, users changing their location, or the system's workload. It is unclear if switching latency impairs the gaming experience stronger than a constant high latency. To elucidate, we conducted an experiment with 264 participants playing a shooting video game induced with 0 ms, 33 ms, and 66 ms controlled latency. While playing, the game switched between different latency levels based on three frequencies. Our analysis shows that switching latency significantly impaired the participants' flow. Additionally, we found effects on the perceived tension, the experienced challenge, and the players' performance. We conclude that games should prioritize constant latency, even if that entails artificially adding latency. David Halbhuber, Valentin Schwind, Niels Henze |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | Increasing Player Performance and Game Experience in High Latency SystemsabstractCloud gaming services and remote play offer a wide range of advantages but can inherent a considerable delay between input and action also known as latency. Previous work indicates that deep learning algorithms such as artificial neural networks (ANN) are able to compensate for latency. As high latency in video games significantly reduces player performance and game experience, this work investigates if latency can be compensated using ANNs within a live first-person action game. We developed a 3D video game and coupled it with the prediction of an ANN. We trained our network on data of 24 participants who played the game in a first study. We evaluated our system in a second user study with 96 participants. To simulate latency in cloud game streaming services, we added 180 ms latency to the game by buffering user inputs. In the study we predicted latency values of 60 ms, 120 ms and 180 ms. Our results show that players achieve significantly higher scores, substantially more hits per shot and associate the game significantly stronger with a positive affect when supported by our ANN. This work illustrates that high latency systems, such as game streaming services, benefit from utilizing a predictive system. David Halbhuber, Niels Henze, Valentin Schwind |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2020 | The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural NetworksabstractMotion tracking technologies and avatars in virtual reality (VR) showing the movements of the own body enable high levels of presence and a strong illusion of body ownership (IBO) – key features of immersive systems and gaming experiences in virtual environments. Previous work suggests using software-based algorithms that can not only compensate system latency but also predict future movements of the user to increase input performance. However, the effects of movement prediction in VR on input performance are largely unknown. In this paper, we investigate neural network-based predictions of full-body avatar movements in two scenarios: In the first study, we used a standardized 2D Fitts’ Law task to examine the information throughput in VR. In the second study, we utilized a full-body VR game to determine the users’ performance. We found that both performance and subjective measures in a standardized 2D Fitts’ law task could not benefit from the predicted avatar movements. In an immersive gaming scenario, however, the perceived accuracy of the own body location improved. Presence and body assessments remained more stable and were higher than during the Fitts’ task. We conclude that machine-learning-based predictions could be used to compensate system-related latency but participants only subjectively benefit under certain conditions. Valentin Schwind, David Halbhuber, Jakob Fehle, Jonathan Sasse, Andreas Pfaffelhuber, Christoph Tögel, Julian Dietz, Niels Henze |
VRST | 2 |