Inhalt des Dokuments
Dr.-Ing. Jan-Niklas Voigt-Antons
- © Copyright??
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
• Multimedia Experience (Usability evaluation methods, Quality-of-Experience evaluation physiological measures)
• Interaction Design (Adaptive software, data mining, sensor and behavioural data)
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 
PflegeTab - Technik für mehr Lebensqualität trotz Pflegebedürftigkeit bei Demenz (GKV) 
Quality of Mobile Gaming 
Bernstein Focus Neurotechnology - Berlin (BFNT - B) 
|Project||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
AddressTechnische Univertistät Berlin
Quality and Usability Lab
Telekom Innovation Laboratories
10587 Berlin, Germany
|Autor||Núñez Castellar, Elena P. and Antons, Jan-Niklas and Marinazzo, Daniele and Van Looy, Jan|
|Buchtitel||Proceedings of the 66th Annual Conference of the International Communication Association|
|Adresse||Washington DC, USA|
|Verlag||International Communication Association (ICA)|
|Zusammenfassung||As such, video games are enjoyed most when the level and speed of the game match the players’ optimal mental and motor capacity (Sherry, 2004). An optimal balance between challenges and skills triggers the subjective experience of “flow”, a focused motivation leading to a feeling of spontaneous joy. Here we present the validation of a novel technique to indirectly assess the extent to which subjects experience flow during real game play by assessing attentional engagement; first behaviorally and in a second stage by means of electroencephalogram(EEG) recordings. An auditory novelty oddball paradigm, used to investigate attention in the field of cognitive neuroscience, was implemented as a secondary task while subjects played in three conditions: Boredom, Frustration and Flow. We found slower reaction times and higher error rates in the Flow condition. EEG analysis revealed a response-locked fronto-central negative deflection significantly delayed during flow, likely signaling the re-allocation of attentional resources|