Inhalt des Dokuments
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
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)
Bernstein Focus Neurotechnology - Berlin (BFNT - B)
Teaching:
Seminar | Affective Computing |
Project | Neuro-Usability |
Project | Study Project Quality & Usability (6/9 CP) |
Thesis:
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.
Jobs:
Current job offers of our lab can be found here.
Contact:
+49 30 8353 58 377
Address
Technische Univertistät BerlinQuality and Usability Lab
Telekom Innovation Laboratories
Ernst-Reuter-Platz 7
10587 Berlin, Germany
Publications
Zitatschlüssel | kojic2019a |
---|---|
Autor | Kojic, Tanja and Sirotina, Uliana and Möller, Sebastian and Voigt-Antons, Jan-Niklas |
Buchtitel | 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–6 |
Jahr | 2019 |
ISSN | 2372-7179 |
DOI | 10.1109/QoMEX.2019.8743273 |
Ort | Berlin, Germany |
Adresse | Piscataway, NJ, USA |
Monat | jun |
Notiz | Online |
Verlag | IEEE |
Serie | QoMEX |
Wie herausgegeben | Fullpaper |
Zusammenfassung | In past years, as virtual reality (VR) technology is extensively developing, more and more people are using it in different fields. One of the fast developing fields in VR are exergames, a combination of physical exercise and game. With a goal to engage people in physical activity, VR exergames should look and feel good for users. Therefore, user interface (UI) in VR is important and has to be built in a way to enhance user experience. In this paper, ergometer is used together with VR rowing environment as VR exergame for a study aiming to explore possibilities of UI in VR. Accordingly, different metrics commonly used to quantify rowing action (e.g, speed and distance) were visualized. The visualizations that were created had different positioning (closer or further away from the player) and different level of complexity (more or less metrics shown as only numbers or in a gamified design). Participants (N = 27) during experiment for this study rowed four times in different conditions depending were metrics of the game were shown: 1) as a cockpit at the front of the rowing e.g, with gamified visualization of metrics; 2) as a coach boat that follows the player with gamified visualization of metrics on a screen; 3) as a cockpit at the front of the rowing e.g, with digital visualization of metrics; 4) as a coach boat that follows the player with digital visualization of metrics on a screen. Results show that level of UI complexity has a significant influence on readability, while positioning of UI elements significantly influences users' perception of support from system. Furthermore, participants preferred the opposite level of complexity depending on the position where metrics were shown. |