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Dr.-Ing. Jan-Niklas Voigt-Antons

Lupe [1]

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 [2], 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:

DataVR [3]

Measuring of immersive media experience

Exergaming in virtual reality [4]

DemTab - Tabletgestützte ambulante Versorgung von Menschen mit Demenz [5]

VoiceAdapt - Adaptives Sprachtraining für ältere Menschen mit Aphasie [6]

OurPuppet - Pflegeunterstützung mit einer interaktiven Puppe für informell Pflegende [7]

Past projects:

PflegeTab - Technik für mehr Lebensqualität trotz Pflegebedürftigkeit bei Demenz (GKV) [8]

Quality of Mobile Gaming [9]

Bernstein Focus Neurotechnology - Berlin (BFNT - B) [10]

Teaching:

Seminar
Affective Computing [11]
Project
Neuro-Usability [12]
Project
Study Project Quality & Usability (6/9 CP) [13]

Thesis:

Current thesis offers of our lab can be found here [14]. 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 [15]. 

Contact:

+49 30 8353 58 377

jan-niklas.voigt-antons@tu-berlin.de [16]

Address

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

Publications

Development and Validation of Pictographic Scales for Rapid Assessment of Affective States in Virtual Reality
Zitatschlüssel krüger2020a
Autor Krüger,Christian and Kojic, Tanja and Meier, Luis and Möller, Sebastian and Voigt-Antons, Jan-Niklas
Buchtitel 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–6
Jahr 2020
Ort Athlone, Ireland
Adresse Piscataway, NJ, USA
Monat may
Notiz Online
Verlag IEEE
Serie QoMEX
Wie herausgegeben Fullpaper
Zusammenfassung This paper describes the development and validation of a continuous pictographic scale for self-reported assessment of affective states in virtual environments. The developed tool, called Morph A Mood (MAM), consists of a 3D character whose facial expression can be adjusted with simple controller gestures according to the perceived affective state to capture valence and arousal scores. It was tested against the questionnaires Pick-A-Mood (PAM) and Self-Assessment Manikin (SAM) in an experiment in which the participants (N = 32) watched several one-minute excerpts from music videos of the DEAP database within a virtual environment and assessed their mood after each clip. The experiment showed a high correlation with regard to valence, but only a moderate one with regard to arousal. No statistically significant differences were found between the SAM ratings of this experiment and MAM, but between the valence values of MAM and the DEAP database and between the arousal values of MAM and PAM. In terms of user experience, MAM and PAM hardly differ. Furthermore, the experiment showed that assessments inside virtual environments are significantly faster than with paper-pencil methods, where media devices such as headphones and display goggles must be put on and taken off.
Download Bibtex Eintrag [17]
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