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David Halbhuber, M.Sc.

?Lebenslauf

seit 10/2020

Wissenschaftlicher Mitarbeiter am Lehrstuhl für Medieninformatik, Universit?t Regensburg.

09/2020

Master of Science (M. Sc.) in Medieninformatik, Universit?t Regensburg.?

Thema der Masterarbeit:?Entwicklung und Evaluation eines pr?diktiven Systems zur Prognose von Benutzereingaben in 3D-Spielen.

09/2020

? ? ? -

04/2019

Wissenschaftliche Hilfskraft am Lehrstuhl für Medieninformatik, Tutor:

  • "Digitalisierung und Digitale Gesellschaft I
  • "Digitalisierung und Digitale Gesellschaft IV
04/2019

Bachelor of Arts (B.A.) Medieninformatik, Universit?t Regensburg

Thema der Bachelorarbeit:?Konzeptionelle Implementierung und Evaluation eines innerbetrieblichen ?Vulnerability Assessment System“.




Lehre

Wintersemester 2022/2023
  • ?bung Einführung in die Informatik und Medieninformat
  • ?bung?Digitalisierung und digitale Gesellschaft I: Technologische Grundlagen
  • Vorlesung?Usability Engineering

Sommersemester 2022

  • Projektseminar Multimedia Engineering
  • Forschungsseminar HCI?

Wintersemester 2021/2022

  • ?bung Einführung in die Informatik und Medieninformatik
  • ?bung Usability Engineering

Sommersemester 2021

  • Digitalisierung und digitale Gesellschaft I: Technologische Grundlagen
  • Forschungsseminar HCI?

Wintersemester 2020/2021

  • ?bung Einführung in die Informatik und Medieninformatik
  • ?bung Digitalisierung und digitale Gesellschaft II: Anwendungsfelder der Digitalisierung?

Forschungsinteressen

  • Latency in Video Games
  • Artificial Neural Networks in Games?
  • Effects of Latency on Player Performance and Game Experience

Publikationen

  • Halbhuber, D., Schlenczek, M., Bogon, J., & Henze, N. (2022, November). Better be quiet about it! The Effects of Phantom Latency on Experienced First-Person Shooter Players. In?Proceedings of the 21st International Conference on Mobile and Ubiquitous Multimedia?(pp. 172-181).
  • Halbhuber, D. (2022, November). To Lag or Not to Lag: Understanding and Compensating Latency in Video Games. In?Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play?(pp. 370-373).
  • Halbhuber, D., Huber, M., Schwind, V., & Henze, N. (2022, November). Understanding Player Performance and Gaming Experience while Playing a First-Person Shooter with Auditory Latency. In?Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play?(pp. 24-30).
  • Halbhuber, D., H?pfinger, J., Schwind, V., & Henze, N. (2022, November). A Dataset to Investigate First-Person Shooter Players. In?Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play?(pp. 51-56).
  • Halbhuber, D., Schwind, V., & Henze, N. (2022). Don't Break my Flow: Effects of Switching Latency in Shooting Video Games.?Proceedings of the ACM on Human-Computer Interaction,?6(CHI PLAY), 1-20.
  • Halbhuber, D., Seewald, M., Schiller, F., G?tz, M., Fehle, J., & Henze, N. (2022). Using Artificial Neural Networks to Compensate Negative Effects of Latency in Commercial Real-Time Strategy Games. In?Proceedings of Mensch und Computer 2022?(pp. 182-191).
  • Halbhuber, D., K?hler, A., Schmidbauer, M., Wiese, J., & Henze, N. (2022). The Effects of Auditory Latency on Experienced First-Person Shooter Players. In?Proceedings of Mensch und Computer 2022?(pp. 286-296)
  • Halbhuber, D., Henze, N., & Schwind, V. (2021). Increasing Player Performance and Game Experience in High Latency Systems.?Proceedings of the ACM on Human-Computer Interaction,?5(CHI PLAY), 1-20.
  • Schmidt, T., Engl, I., Halbhuber, D., & Wolff, C. (2020). Comparing Live Sentiment Annotation of Movies via Arduino and a Slider with Textual Annotation of Subtitles. In?DHN Post-Proceedings?(pp. 212-223).
  • Schmidt, T., & Halbhuber, D. (2020). Live Sentiment Annotation of Movies via Arduino and a Slider.
  • Schwind, V., Halbhuber, D., Fehle, J., Sasse, J., Pfaffelhuber, A., T?gel, C., ... & Henze, N. (2020, November). The Effects of Full-Body Avatar Movement Predictions in Virtual Reality using Neural Networks. In?26th ACM Symposium on Virtual Reality Software and Technology?(pp. 1-11).
  • Halbhuber, D., Fehle, J., Kalus, A., Seitz, K., Kocur, M., Schmidt, T., & Wolff, C. (2019). The Mood Game-How to Use the Player's Affective State in a Shoot'em up Avoiding Frustration and Boredom. In?Proceedings of Mensch und Computer 2019?(pp. 867-870).

Reviewer

  • CHI 2022: LBW, CHI 2023: Full Paper, LBW
  • CHI Play 2021: WIP, CHI Play 2022: Full Paper, WIP
  • mobileHCI 2022: Full Paper, mobileHCI 2023: Full Paper
  • VRST 2021: Full Paper (Special Recognition)
  • Virtual Reality Journal (VIRE)
  • MuC2021: Short Paper, MuC2022: Short Paper
  • IEEE VR23: Full Paper

  1. Fakult?t für Sprach-, Literatur- und Kulturwissenschaften
  2. Institut für Information und Medien, Sprache und Kultur (I:IMSK)

David Halbhuber

 David Halbhuber, M. Sc. 


 Geb?ude PT. Zi. 3.0.30

Telefon 0941 943-5098

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