Inhalt des Dokuments
Research Topics
- Usability - Motivation & Engagement
Improving overall experience of users - due to an increase of flow, presence and immersion
- Social
Multiplayer in VR with possibility to communicate and increases the social presence
- Data Visualisation
Influence of complexity and elements positioning in user interface on experience
- Sport & Performance
Joint PhD-degree program within the strategic partnership of TUB and UTS
Projects
VR Rowing
Application for Virtual Reality where rowing is used as exercise. The player has an overview from first-person point of view inside of the virtual scull on a lake. Several play modes are implemented with different user interface visualisations for single and multiplayer so far.
VR Rowing project was presented on Long night of science and was recognised by news “Berliner Zeitung”: https://www.berliner-zeitung.de/berlin/sportler-im-cyberspace-rudern-ohne-nass-zu-werden-30578096
Virtual Reality & Exercise Gaming
Course as part of Summer and Winter University where goal is that students come up and develop their own exercise games for Virtual Reality. The course is focusing on topics such as:
- Introduction to programming for Virtual Reality with Unity
- Understanding benefits and limitations of VR environments
- Workshop in designing, prototyping, and developing for one small Exergame in VR
- Perform a usability test and use the gathered result during the development
Publications
Zitatschlüssel | krüger2020a |
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Autor | Krüger, Christian and Kojic, Tanja and Meier, Luis and Möller, Sebastian and Voigt-Antons, Jan-Niklas |
Buchtitel | 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–6 |
Jahr | 2020 |
Ort | Athlone, Ireland |
Adresse | Piscataway, NJ, USA |
Monat | may |
Notiz | Online |
Verlag | IEEE |
Serie | QoMEX |
Wie herausgegeben | Fullpaper |
Zusammenfassung | This paper describes the development and validation of a continuous pictographic scale for self-reported assessment of affective states in virtual environments. The developed tool, called Morph A Mood (MAM), consists of a 3D character whose facial expression can be adjusted with simple controller gestures according to the perceived affective state to capture valence and arousal scores. It was tested against the questionnaires Pick-A-Mood (PAM) and Self-Assessment Manikin (SAM) in an experiment in which the participants (N = 32) watched several one-minute excerpts from music videos of the DEAP database within a virtual environment and assessed their mood after each clip. The experiment showed a high correlation with regard to valence, but only a moderate one with regard to arousal. No statistically significant differences were found between the SAM ratings of this experiment and MAM, but between the valence values of MAM and the DEAP database and between the arousal values of MAM and PAM. In terms of user experience, MAM and PAM hardly differ. Furthermore, the experiment showed that assessments inside virtual environments are significantly faster than with paper-pencil methods, where media devices such as headphones and display goggles must be put on and taken off. |
Contact
Laufzeit: | 04/2016 - 03/2021 |
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QULab Kontaktperson: | Tanja Kojic, Jan-Niklas Voigt-Antons |
Partner: | UTS NTNU Augletics |
Förderer: | TUB/NTNU |