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[1]- © Copyright??
As Virtual Reality (VR) is becoming a trend in
technology, also available for end users, there are many opportunities
for serious and gaming applications. One domain of games for virtual
environments are exergames - a combination of exercising and
gaming.
Research Topics
- Usability - Motivation &
Engagement
- Social
- Data
Visualisation
- Sport &
Performance
Projects

[2]- © Copyright??
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
[3]

[4]- © Copyright??
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
More
on: https://www.tu-berlin.de/menue/summer_university/summer_university_term_3/virtual_reality_exercise_gaming/
[5]
Publications
Order by:
Author [6]
Year [7]
Journal [8]
2020
Greinacher, Robert and Kojic, Tanja and Meier,
Luis and Gulaganjihalli Parameshappa, Rudresha and Möller, Sebastian
and Voigt-Antons, Jan-Niklas (2020). Impact of Tactile and Visual
Feedback on Breathing Rhythm and User Experience in VR Exergaming [9].
2020 Twelfth International Conference on Quality of Multimedia
Experience (QoMEX). IEEE, 1–6.
Kojic, Tanja and Ali, Danish and Greinacher,
Robert and Möller, Sebastian and Voigt-Antons, Jan-Niklas (2020).
User Experience of Reading in Virtual Reality - Finding Values for
Text Distance, Size and Contrast [10]. 2020 Twelfth International
Conference on Quality of Multimedia Experience (QoMEX). IEEE,
1–6.
Krüger, Christian and Kojic, Tanja and Meier,
Luis and Möller, Sebastian and Voigt-Antons, Jan-Niklas (2020).
Development and Validation of Pictographic Scales for Rapid Assessment
of Affective States in Virtual Reality [11]. 2020 Twelfth
International Conference on Quality of Multimedia Experience
(QoMEX). IEEE, 1–6.
Perkis, Andrew and Timmerer, Christian and
Baraković, Sabina and Husić, Jasmina Baraković and Bech, Søren and
Bosse, Sebastian and Botev, Jean and Brunnström, Kjell and Cruz, Luis
and De Moor, Katrien and Saibanti, Andrea de Polo and Durnez, Wouter
and Egger-Lampl, Sebastian and Engelke, Ulrich and Falk, Tiago H. and
Hameed, Asim and Hines, Andrew and Kojic, Tanja and Kukolj, Dragan and
Liotou, Eirini and Milovanovic, Dragorad and Möller, Sebastian and
Murray, Niall and Naderi, Babak and Pereira, Manuela and Perry, Stuart
and Pinheiro, Antonio and Pinilla, Andres and Raake, Alexander and
Agrawal, Sarvesh Rajesh and Reiter, Ulrich and Rodrigues, Rafael and
Schatz, Raimund and Schelkens, Peter and Schmidt, Steven and Sabet,
Saeed Shafiee and Singla, Ashutosh and Skorin-Kapov, Lea and
Suznjevic, Mirko and Uhrig, Stefan and Vlahović, Sara and
Voigt-Antons, Jan-Niklas and Zadtootaghaj, Saman (2020). QUALINET
White Paper on Definitions of Immersive Media Experience (IMEx) [12].
arXiv preprint arXiv:2007.07032. European Network on Quality
of Experience in Multimedia Systems and Services, 14th QUALINET
meeting, 1–15.
Link to original publication [13]
Voigt-Antons, Jan-Niklas and Lehtonen, Eero and
Pinilla Palacios, Andres and Ali, Danish and Kojic, Tanja and Möller,
Sebastian (2020). Comparing emotional states induced by 360 videos via
head-mounted display and computer screen [14]. 2020 Twelfth
International Conference on Quality of Multimedia Experience
(QoMEX). IEEE, 1–6.
2019
Kojic, Tanja and Nugyen, Lan Thao and
Voigt-Antons, Jan-Niklas (2019). Impact of Constant Visual Biofeedback
on User Experience in Virtual Reality Exergames [15]. IEEE 1st
International Workshop on Bridging the Gap between Semantics and
Multimedia Processing (SeMP 2019). IEEE, 1–4.
Kojic, Tanja and Schmidt, Steven and Möller,
Sebastian and Voigt-Antons, Jan-Niklas (2019). Influence of Network
Delay in Virtual Reality Multiplayer Exergames: Who is actually
delayed? [16]. 2019 Eleventh International Conference on Quality
of Multimedia Experience (QoMEX). IEEE, 1–3.
Kojic, Tanja and Sirotina, Uliana and Möller,
Sebastian and Voigt-Antons, Jan-Niklas (2019). Influence of UI
Complexity and Positioning on User Experience During VR Exergames
[17]. 2019 Eleventh International Conference on Quality of
Multimedia Experience (QoMEX). IEEE, 1–6.
2018
Kojic, Tanja and Voigt-Antons, Jan-Niklas and
Schmidt, Steven and Tetzlaff, Lukas and Kortowski, Bruno and Sirotina,
Uliana and Möller, Sebastian (2018). Influence of Virtual
Environments and Conversations on User Engagement During Multiplayer
Exergames [18]. 2018 Tenth International Conference on Quality of
Multimedia Experience (QoMEX). IEEE, 1–3.
Link to publication [19] Link to
original publication [20]
Schmidt, Steven and Ehrenbrink, Patrick and
Weiss, Benjamin and Voigt-Antons, Jan-Niklas and Kojic, Tanja and
Johnston, Andrew and Möller, Sebastian (2018). Impact of Virtual
Environments on Motivation and Engagement During Exergames [21].
2018 Tenth International Conference on Quality of Multimedia
Experience (QoMEX). IEEE, 1–6.
Link to publication [22] Link to
original publication [23]
Exergaming in Virtual
RealityTime frame:
| 04/2016 -
03/2021
|
---|
QULab contact person:
| Tanja
Kojic, Jan-Niklas Voigt-Antons
[24]
|
---|
Partner:
| UTS NTNU Augletics
|
Promoter:
| TUB/NTNU
|
------ Links:
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[1]
http://www.qu.tu-berlin.de/fileadmin/fg41/pictures/
projekte/VR_Rowing_Exergaming.png
[2]
http://www.qu.tu-berlin.de/fileadmin/fg41/pictures/
projekte/VR_Rowing.png
[3]
https://www.berliner-zeitung.de/berlin/sportler-im-
cyberspace-rudern-ohne-nass-zu-werden-30578096
[4]
http://www.qu.tu-berlin.de/fileadmin/fg41/pictures/
projekte/VR_ExerSaber.png
[5]
http://www.redaktion.tu-berlin.de/http://more%20on:
%20https//www.tu-berlin.de/menue/summer_university/summ
er_university_term_3/virtual_reality_exercise_gaming/
[6]
https://www.qu.tu-berlin.de/menue/research/running_
projects/exergaming_in_virtual_reality/parameter/en/max
hilfe/?cHash=a3d8c03afad5406c6844eb6042feeae3&type=
1&tx_sibibtex_pi1%5Bsort%5D=author%3A0
[7]
https://www.qu.tu-berlin.de/menue/research/running_
projects/exergaming_in_virtual_reality/parameter/en/max
hilfe/?cHash=07b612e5f308006c4f4c53c9e07675f4&type=
1&tx_sibibtex_pi1%5Bsort%5D=year%3A0
[8]
https://www.qu.tu-berlin.de/menue/research/running_
projects/exergaming_in_virtual_reality/parameter/en/max
hilfe/?cHash=ddec8ca926f4b951d4aae72fbff9700f&type=
1&tx_sibibtex_pi1%5Bsort%5D=journal%3A0
[9]
https://www.qu.tu-berlin.de/menue/research/running_
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hilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%3
A930068&tx_sibibtex_pi1%5BshowUid%5D=10470935&c
Hash=4df76dd04db08f8a8dbdbf698c741d85
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xhilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%
3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470953&
cHash=fc6f565a91f68df6e6b3b34abd9fa66d
[13]
https://arxiv.org/ftp/arxiv/papers/2007/2007.07032
.pdf
[14]
https://www.qu.tu-berlin.de/menue/research/running
_projects/exergaming_in_virtual_reality/parameter/en/ma
xhilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%
3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470963&
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[15]
https://www.qu.tu-berlin.de/menue/research/running
_projects/exergaming_in_virtual_reality/parameter/en/ma
xhilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%
3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470901&
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[16]
https://www.qu.tu-berlin.de/menue/research/running
_projects/exergaming_in_virtual_reality/parameter/en/ma
xhilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%
3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470902&
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[18]
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_projects/exergaming_in_virtual_reality/parameter/en/ma
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3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470843&
cHash=0812683437b06344c2e72c01be82445f
[19]
https://www.qu.tu-berlin.de/fileadmin/fg41/publica
tions-restricted/kojic_2018_influence-of-virtual-enviro
nments-and-conversations-on-user-engagement-during-mult
iplayer-exergames.pdf
[20]
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[21]
https://www.qu.tu-berlin.de/menue/research/running
_projects/exergaming_in_virtual_reality/parameter/en/ma
xhilfe/?tx_sibibtex_pi1%5Bcontentelement%5D=tt_content%
3A930068&tx_sibibtex_pi1%5BshowUid%5D=10470875&
cHash=810f9482a3d369a5ccc4b938fc40d1c7
[22]
https://www.qu.tu-berlin.de/fileadmin/fg41/publica
tions-restricted/schmidt_2018_impact-of-virtual-environ
ments-on-motivation-and-engagement-during-exergames.pdf
[23]
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[24]
https://www.qu.tu-berlin.de/menue/team/senior_rese
archers/antons_jan_niklas/parameter/en/maxhilfe/