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Patrick Ehrenbrink
Research Field
Usability
User Experience
Research Topics
Evaluation of Context-Aware Interactive Systems
User Traits, especially Psychological Reactance
Intelligent Personal Assistants, Human-Agent Interaction, Social Robots, Embodied Conversational Agents
Biography
Patrick Ehrenbrink studied Cognitive Science (B.Sc.) at Osnabrück University and Human Factors (M.Sc.) at TU Berlin. Since 2013, he is working as a researcher at the Quality and Usability Lab.
Current Project
Social Psychological Aspects of Smart Homes
Past Projects
EIT ICT Education Research Program 2014
Universal Home Control Interfaces@ConnectedUsability
Teaching
Medieninformatik Einführung Übung (German, 2015 - present)
MOOC@TU9 (German, 2014)
Multimodal Interaction Practice (English, 2013 - 2017)
Multimodal Interaction MOOC (English, since 2018)
Teaching Projects
Projekt Medienerstellung: Vergleich Auge - Kamera
Creating teaching material on structure, functionality and optical properties of the human eye and a camera.
E-Learning Project
Evaluation and analysis of methods to assess study success.
E-Learning Project
Comparison of different teaching materials on their effect on study success.
E-Learning Project
Implementation of an adaptive tutoring system.
Smart Picture Frame A
Benchmarking of face detection algorythms
Smart Picture Frame B
Benchmarking of face recognition algorythms
Smart Picture Frame C
Implementation of face detection and recognition into a prototypical smartphone application that can recognize faces and show photos of the same person from a database.
Intelligent Personal Assistant Paradigma
reating a paradigma to compare the three big IPAs Siri, Cortana and Google Now.
Multimodal Interaction MOOC concept
Conceptualization of a Massive Open Online Course on Multimodal Interaction.
A Museum Experience with Virtual Reality
Storytelling in virtual reality to enhance a museum experience.
Address
Quality and Usability Lab
Deutsche Telekom Laboratories
TU Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany
Tel: +4930 8353 54211
Publications
Citation key | schmidt2018a |
---|---|
Author | Schmidt, Steven and Ehrenbrink, Patrick and Weiss, Benjamin and Voigt-Antons, Jan-Niklas and Kojic, Tanja and Johnston, Andrew and Möller, Sebastian |
Title of Book | 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) |
Pages | 1–6 |
Year | 2018 |
ISSN | 2472-7814 |
DOI | 10.1109/QoMEX.2018.8463389 |
Location | Cagliari, Italy |
Address | Piscataway, NJ, USA |
Month | may |
Note | Electronic |
Publisher | IEEE |
Series | QoMEX |
How Published | Full |
Abstract | Video games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence. |