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 | Kojic2018 |
---|---|
Autor | Kojic, Tanja and Voigt-Antons, Jan-Niklas and Schmidt, Steven and Tetzlaff, Lukas and Kortowski, Bruno and Sirotina, Uliana and Möller, Sebastian |
Buchtitel | 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–3 |
Jahr | 2018 |
ISSN | 2472-7814 |
DOI | 10.1109/QoMEX.2018.8463370 |
Ort | Cagliari, Italy |
Adresse | Piscataway, NJ, USA |
Monat | may |
Notiz | Electronic |
Verlag | IEEE |
Serie | QoMEX |
Wie herausgegeben | Full |
Zusammenfassung | Virtual Reality (VR) multiplayer games are currently developed more frequently, while in parallel VR is becoming more accessible to the broader public. Also exergames, which refer to computer games combined with a physical activity, are getting widely available, driven by developments in sensor technologies. In this paper, we present results of a multiplayer exergame experiment where two players race against each other four times on two rowing ergometers. Experimental conditions were type of environment (with VR vs. without VR) and the possibility of conversation with the opponent (conversation enabled vs. conversation disabled). To measure subjective experience, participants rated perceived flow, sense of presence and social presence on standardized questionnaires. Results show that the type of environment has a significant influence on the perceived presence, as participants rated the presence higher in VR. The possibility of conversation resulted in a perception of a significantly higher social presence. This illustrates that the usage of virtual environments as well as the possibility of conversations between users are highly valuable to increase the Quality of Experience during exergames. In our future research, we plan to further investigate means to improve the user experience by applying gamification, different representations of opponents, and to assess the impact of network impairments during multiplayer scenarios. |