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 | regal2019a |
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Autor | Regal, Georg and Voigt-Antons, Jan-Niklas and Schmidt, Steven and Schrammel, Johann and Kojić, Tanja and Tscheligi, Manfred and Möller, Sebastian |
Seiten | 1–13 |
Jahr | 2019 |
ISSN | 2366-0147 |
DOI | 10.1007/s41233-019-0029-1 |
Journal | Quality and User Experience |
Jahrgang | 4 |
Nummer | 1 |
Monat | oct |
Notiz | online, print |
Verlag | Springer |
Wie herausgegeben | Fullpaper |
Zusammenfassung | Current developments in virtual reality (VR) hardware have made immersive VR experiences more affordable through commercially available head-mounted displays. As more studies are likely to be conducted using these devices, the question arises how to embed questionnaires in virtual environments without impairing the immersive user experience. In this work we investigate two different aspects: (1) if a rating performed in a virtual environment is comparable to a rating obtained via a paper questionnaire and (2) how questionnaires for assessing virtual experiences should be designed and integrated into the virtual environment. For this research, we used our own extended version of VRate–-a VR questionnaire asset for Unity. In the first study with 27 participants, we compared ratings assessed within VR with ratings obtained using a paper questionnaire. We found that the ratings gathered in VR are comparable to the ratings gathered in the real world by paper–pencil questionnaires (subscales: global presence, spatial presence, and experience realism). In the second study with 48 participants, we investigated the users' perceived suitability of the VR questionnaire and the optimal mounting position of the questionnaire (hand-mounted, head-up display or billboard). Moreover, we investigated whether the questionnaire should be answered in the same or in a separate dedicated virtual environment and how the users' feeling of presence in VR is influenced by this placement. Results indicate a subjective preference for the billboard position, with a significant preference for billboard over hand-mounted and no significant preference between billboard and head-up-display. Regarding the placement of the VR questionnaire (in-scene vs. dedicated virtual environment) we did not find any influence on presence. In the following, we discuss the pros and cons of different placement/mounting options and provide suggestions for designing and implementing questionnaires embedded in virtual environments. |