Inhalt des Dokuments
Dr.-Ing. Jan-Niklas Voigt-Antons
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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||Kojic, Tanja and Nugyen, Lan Thao and Voigt-Antons, Jan-Niklas|
|Buchtitel||IEEE 1st International Workshop on Bridging the Gap between Semantics and Multimedia Processing (SeMP 2019)|
|Adresse||Piscataway, NJ, USA|
|Zusammenfassung||With the rise of Virtual Reality (VR) as trend in technology - also available for end users - came many opportunities for serious and gaming applications. One domain of games for virtual environments are exergames - a combination of exercising and gaming. For many exergames, users need to be instructed on how the exercise has to be performed correctly. In this study, a rowing simulation is extended by visualizations in VR that show constant live biofeedback information about the rowers current breathing patterns. In order to compare the effects of such additional information, several visualizations of biofeedback were designed: animation of lungs, line chart, and numerical breathing synchronization feedback. The main goal of the game for participants was to focus on their breathing rhythm and maintain it. Results show that helpfulness and sympathy were rated statistically significantly higher for the case of combined instructional elements compared to no elements. Moreover, participants rated rowing in VR statistically significantly higher on the sympathy scale compared to rowing without VR. Furthermore, flow was rated statistically significantly higher for the conditions including all instruction types. There was a significant decrease of task performance for conditions with performance visualizations. For future studies we are planning to use longer stimulus duration, greater than 10 minutes, due to this change we expect that a potential increase of task performance will manifest.|