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Dr.-Ing. Jan-Niklas Voigt-Antons


Jan-Niklas Voigt-Antons joined the Telekom Innovation Laboratories as a research scientist in January 2009 and is working there since 2014 as a senior research scientist. He received his diploma in psychology in 2008 from the Technische Universität Darmstadt, Germany, a Doctor-of-Engineering degree in 2014 from the Technische Universität Berlin, Germany and has been doing research at the Quality and Usability Lab at the Technische Universität (TU) Berlin, since. His research interests are in Quality-of-Experience evaluation and its physiological correlates with an emphasis on media transmissions and human-machine-interaction, including neural processing of multimodal interaction. During summer 2012 he was visiting researcher at MuSAE Lab (INRS-EMT), Canada where he examined neural correlates of quality perception for complex speech signals. In spring 2014 he was visiting researcher at the department of psychology of NTNU, Norway where he examined neural correlates of audiovisual asynchrony.

QULab research group: Quality, User Experience, Augmented and Virtual Reality

Research Topics: 

• Multimedia Experience (Usability evaluation methods, Quality-of-Experience evaluation physiological measures)

• Interaction Design (Adaptive software, data mining, sensor and behavioural data)

Current projects:


Measuring of immersive media experience

Exergaming in virtual reality

DemTab - Tabletgestützte ambulante Versorgung von Menschen mit Demenz

VoiceAdapt - Adaptives Sprachtraining für ältere Menschen mit Aphasie

OurPuppet - Pflegeunterstützung mit einer interaktiven Puppe für informell Pflegende

Past projects:

PflegeTab - Technik für mehr Lebensqualität trotz Pflegebedürftigkeit bei Demenz (GKV)

Quality of Mobile Gaming

Bernstein Focus Neurotechnology - Berlin (BFNT - B)


Affective Computing
Study Project Quality & Usability (6/9 CP)


Current thesis offers of our lab can be found here. Please contact me via email if you are interested in doing a thesis supervised by me.


Current job offers of our lab can be found here


+49 30 8353 58 377


Technische Univertistät Berlin
Quality and Usability Lab
Telekom Innovation Laboratories
Ernst-Reuter-Platz 7
10587 Berlin, Germany


Investigating the Neural Correlates of the Subjective Flow Experience During Game Play: an EEG Study
Zitatschlüssel nunezcastellar2015b
Autor Núñez Castellar, Elena Patricia and Antons, Jan-Niklas and Van Looy, Jan
Buchtitel 21st Annual Meeting of the Organization for Human Brain Mapping
Seiten 1
Jahr 2015
Ort Honolulu, Hawai
Monat jun
Serie OHBM
Zusammenfassung Introduction: The origins of Flow Theory lie in a quest to understand the phenomenon of being intrinsically motivated to perform an activity quite apart from its end product (Csıkszentmihalyis, 1992). Entering flow is considered a function of how attention is focused and staying in flow requires attention to be held. Investigating psychophysiological and brain activity associated with this subjective experience has sparkled interest recently. The present research aims to assess whether by means of a secondary attentional task and EEG recordings, changes in the activity of attentional executive networks (which include midline frontal/ anterior cingulate cortex (ACC) according to Petersen & Posner, 2012) can be mapped during flow. We hypothesize that this brain area might be crucial in orchestrating attentional shifts during flow since it has been recently demonstrated that its activity increases monotonically with increasing attentional demands and its activity is predictive of activity in major attentional control regions (Walsh et al., 2011). Methods: Data of twenty two participants were collected. Brainwaves were recorded with 31 Ag/AgCl active system electrodes according to a modified 10–20 setting. EEG was filtered off-line with a band pass filter of 0.1-30 Hz. We used the Laplacian transform (Babiloni et al., 2001) to enhance the monopolar EEG spatial resolution. Specifically, the signal was 1- interpolated with the spherical spline interpolation procedure (Order of splines: 4) and 2- the second derivatives in two dimensions of space were computed. During the experiment, participants played the game Star reaction (http://loveisgames.com/action/1979/star-reaction) in three conditions: 1- Apathy 2- Boredom and 3-Flow as reported by Weber and Huskey (2013). However we introduced an important modification; an Auditory Novelty oddball paradigm was used as a secondary task (see Debener et al., 2005) and reaction times to the oddball sounds were recorded. Self-reported measurements of enjoyment were also collected. Results: Behavioral results replicate previous finding showing slower reaction times and higher error rates in the secondary task are characteristic of the subjective state of flow (see figure 1). A one-way ANOVA revealed significant main effect of Condition (p .01) Post hoc tests showed that reaction times were significantly slower in the Flow condition, when compared with the Easy (p .05) and Difficult condition (p .05). Accuracy rates in terms of performed errors followed the same pattern. A one-way ANOVA revealed significant main effect of Condition (p .01), with lower accuracy rates in the Flow condition, when compared with the Easy (p .05) and Difficult condition (p .05). Response locked laplacian transformed EEG data analyses revealed increased activity at fronto-central electrodes (activity maximal at FCz - Cz) around 250ms following the response-onset to oddball sounds in the flow condition (see Figure 2). Stimulus locked analyses to the novelty sounds onset, revealed an increased slow wave negativity ( maximal at 400ms -600ms) following the P3a component in the flow condition after the detection of the novelty sounds. Conclusions: We hypothesize that the medial frontal activity locked to the response onset could reflect increased cognitive control, prompted by the high attentional demands in the flow condition, in line with the idea of Weber and Huskey (2013). Likewise increased activity elicited after the detection of the novelty sounds (P300) might be an index of the to re-allocation attentional resources to the primary task. Although the effect of attention on game experience has not been broadly investigated in the field of media studies, its assessment can lead to a better understanding on how absorption during media use triggers the subjective experience of flow.
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