Florian Niebling

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11ranked-venue papers
0as first author
6since 2021 · last 2025
0000-0002-8706-3551ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 11 · 6 since 2021Human-computer interaction and ubiquitous computing · 5 · 1 since 2021
YearPublicationVenuePosition
2025 Five-day research-in-the-wild observation of notifications on smartglasses: A double edged sword
abstract
Notifications are a fundamental aspect of daily computing, whether on desktops, laptops, smartphones, or smartwatches. On average, adults receive around 200 notifications per day—approximately one every five minutes during waking hours. As Extended Reality (XR) headsets advance, they may become the primary medium for digital interactions, making notification management a crucial factor in their usability. While notifications are known to be disruptive on smartphones, their impact could be even more pronounced on head-worn devices. To investigate this, we conducted an exploratory five-day study with eight participants wearing display-equipped smartglasses that delivered notifications from their smartphones. Participants used the glasses throughout their day for at least 2 hours receiving on average 62% of all notifications on the glasses, submitted daily journal entries, and participated in post-study interviews. We also logged notification sources and timestamps throughout the study. Our findings reveal both practical advantages and significant challenges of head-worn notification delivery. While participants appreciated the convenience and immediacy of glanceable alerts, concerns about privacy, social acceptability, and distraction emerged as key barriers to adoption.
Lucas Plabst, Lena Plabst, Florian Niebling, Francisco R. Ortega 0001
VRST3
2024 Ping! Your Food is Ready: Comparing Different Notification Techniques in 3D AR Cooking Environment
abstract
Implementing visual and audio notifications on augmented reality devices is a crucial element of intuitive and easy-to-use interfaces. In this paper, we explored creating intuitive interfaces through visual and audio notifications. The study evaluated user performance and preference across three conditions: visual notifications in fixed positions, visual notifications above objects, and no visual notifications with monaural sounds. The users were tasked with cooking and serving customers in an open-source Augmented-Reality sandbox environment called ARtisan Bistro. The results indicated that visual notifications above objects combined with localized audio feedback were the most effective and preferred method by participants. The findings highlight the importance of strategic placement of visual and audio notifications in AR, providing insights for engineers and developers to design intuitive 3D user interfaces.
Aditya Raikwar, Lucas Plabst, Anil Ufuk Batmaz, Florian Niebling, Francisco R. Ortega 0001
ISMAR4
2023 Exploring Unimodal Notification Interaction and Display Methods in Augmented Reality
abstract
As we develop computing platforms for augmented reality (AR) head-mounted display (HMDs) technologies for social or workplace environments, understanding how users interact with notifications in immersive environments has become crucial. We researched effectiveness and user preferences of different interaction modalities for notifications, along with two types of notification display methods. In our study, participants were immersed in a simulated cooking environment using an AR-HMD, where they had to fulfill customer orders. During the cooking process, participants received notifications related to customer orders and ingredient updates. They were given three interaction modes for those notifications: voice commands, eye gaze and dwell, and hand gestures. To manage multiple notifications at once, we also researched two different notification list displays, one attached to the user’s hand and one in the world. Results indicate that participants preferred using their hands to interact with notifications and having the list of notifications attached to their hands. Voice and gaze interaction was perceived as having lower usability than touch.
Lucas Plabst, Aditya Raikwar, Sebastian Oberdörfer, Francisco R. Ortega 0001, Florian Niebling
VRST5
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.2
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
VRST3
2021 Visualisation methods for patient monitoring in anaesthetic procedures using augmented reality
abstract
In health care, there are still many devices with poorly designed user interfaces that can lead to user errors. Especially in acute care, an error can lead to critical conditions in patients. Previous research has shown that the use of augmented reality can help to better monitor the condition of patients and better detect unforeseen events. The system created in this work is intended to aid in the detection of changes in patient and equipment-data in order to increase detection of critical conditions or errors.
Lucas Plabst, Sebastian Oberdörfer, Oliver Happel, Florian Niebling
VRST4
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
VR2
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
VR2
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
VR2
2016 Low-cost raycast-based coordinate system registration for consumer depth cameras
abstract
We present four raycast-based techniques that determine the transformation between a depth camera's coordinate system and the coordinate system defined by a rectangular surface. In addition, the surface's dimensions are measured. In contrast to other approaches, these techniques limit additional hardware requirements to commonly available, low-cost artifacts and focus on simple non-laborious procedures. A preliminary study examining our Kinect v2-based proof of concept revealed promising first results. The utilized software is available as an open-source project.
Dennis Wiebusch, Martin Fischbach, Florian Niebling, Marc Erich Latoschik
VR3
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
VRST2