VLDB 2026 Research / reviewers in the wild / expert
Tanja Kojic
dblp:226/6948
· DBLP profile ↗
27ranked-venue papers
7as first author
17since 2021 · last 2026
0000-0002-8603-8979ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 26 · 7 first-author · 16 since 2021Human-computer interaction and ubiquitous computing · 23 · 6 first-author · 14 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The QoE of Photorealistic Avatar Communication: A Benchmark Against Video Conferencing
Adrian B. Brag, Louis Ankel, Ceenu George, Tanja Kojic, Sebastian Möller 0001, Robert P. Spang |
QoMEX | 4 |
| 2025 | Finding My Way: Influence of Different Audio Augmented Reality Navigation Cues on User Experience and Subjective UsefulnessabstractAs augmented reality (AR) becomes increasingly prevalent in mobile and context-aware applications, the role of auditory cues in guiding users through physical environments is becoming critical. This study investigates the effectiveness and user experience of various categories of audio cues, including fully non-verbal sounds and speech-derived Spearcons, during outdoor navigation tasks using the Meta Quest 3 headset. Twenty participants navigated five outdoor routes using audio-only cue types: Artificial Sounds, Nature Sounds, Spearcons, Musical Instruments, and Auditory Icons. Subjective evaluations were collected to assess the perceived effectiveness and user experience of each sound type. Results revealed significant differences in perceived novelty and stimulation across sound types. Artificial Sounds and Musical Instruments were rated higher than Spearcons in novelty, while Artificial Sounds were also rated higher than Spearcons in stimulation. Overall preference was evenly split between Nature Sounds and Artificial Sounds. These findings suggest that incorporating aspects of novelty and user engagement in auditory feedback design may enhance the effectiveness of AR navigation systems. Sina Hinzmann, Francesco Vona, Juliane Henning, Mohamed Amer, Sameh O. Abdellatif, Tanja Kojic, Jan-Niklas Voigt-Antons |
QoMEX | 6 |
| 2025 | Exploring the Effect of Heights and User Stance on User Experience in Extended Reality ClimbingabstractVirtual environments (VEs) are increasingly used for immersive experiences, training simulations, and entertainment, yet factors such as height perception and user stance can significantly influence user experience (UX). Height perception in VEs plays a crucial role in shaping UX, particularly in immersive applications such as climbing simulations. This study investigates the effects of height in various VEs and examines how user stance, sitting or standing, impacts immersion, perceived height, and motion sickness. A user study was conducted with 25 participants who played through five randomized climbing scenarios, ranging from indoor climbing gyms to outdoor cityscapes and mountainous terrains. Participants’ UX was assessed using standardized questionnaires, including the IPQ for general presence, spatial presence, involvement, and experienced realism; as well as the SSQ to evaluate motion sickness symptoms such as nausea, oculomotor strain, and disorientation. Results indicate that seated participants experienced slightly higher immersion but were also more susceptible to motion sickness compared to those standing. While standing participants maintained consistent scores across different environments, seated participants reported increased immersion and discomfort as the VEs became larger, more physically demanding, and visually complex. Tanja Kojic, Nathan Kirchner, Maurizio Vergari, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 1 |
| 2025 | Assessing the Influence of Visual Factors in Virtual Environments on Raycasting Precision and AccuracyabstractThis paper explores the effects of visual aspects in virtual environments on user input performance and perception, when conducting a target selection task with raycasting as the interaction technique. Four virtual environments based on combinations of two visual modalities have been created with four different types of objects to conduct a selection task based user study. Each environment was designed to vary according to two key visual elements: the presence or absence of spatial reference points and the inclusion of dynamic elements. Participants completed a questionnaire, which included items from the General Presence and Spatial Presence subscales of the iGroup Presence Questionnaire, as well as the short version of the User Experience Questionnaire, which assessed the perceived qualities of the virtual environment. The results revealed that spatial reference points significantly improved accuracy by reducing selection errors, reinforcing their role as essential visual guides in virtual environments. Dynamic elements, on the other hand, increased selection time, indicating higher cognitive demands during task execution. Additionally, immersion and user experience metrics were positively correlated with both selection time and hit offset, indicating a relationship between higher presence or enjoyment and slower, less precise interactions. Daniel Nikulin, Maximilian Warsinke, Maurizio Vergari, Sebastian Möller 0001, Tanja Kojic |
QoMEX | 5 |
| 2025 | Investigating the Effect of Prior Exposure and Fidelity on Quality and Realism Perception of VR Digital TwinsabstractThis study explores how prior exposure to physical objects influences the quality and realism perception of Digital Twins (DT) with varying levels of fidelity in Virtual Reality (VR). In a mixed experimental design, 24 participants were divided into two equal groups: an exposure group, in which members were shown physical objects before inspecting and rating their replicas in VR, and a control group without prior knowledge. Three objects were presented, each under four fidelity conditions with varying texture resolution and geometric detail. Participants rated perceived quality and realism through in-VR self-reports. Statistical analysis revealed that texture resolution significantly affected realism and quality perception, whereas geometric detail only influenced quality ratings. Investigating the between-factor, no significant effect of exposure on quality and realism perception was found. These findings raise important questions about the cognitive relationship between physical objects and their digital counterparts and how fidelity influences the perception of DTs in VR. Maximilian Warsinke, Maurizio Vergari, Tanja Kojic, Daniel Nikulin, Sebastian Möller 0001 |
VRST | 3 |
| 2024 | Experiencing Dynamic Weight Changes in Virtual Reality Through Pseudo-Haptics and Vibrotactile FeedbackabstractVirtual reality (VR) objects react dynamically to users’ touch interactions in real-time. However, experiencing changes in weight through the haptic sense remains challenging with consumer VR controllers due to their limited vibrotactile feedback. While prior works successfully applied pseudo-haptics to perceive absolute weight by manipulating the control-display (C/D) ratio, we continuously adjusted the C/D ratio to mimic weight changes. Vibrotactile feedback additionally emphasises the modulation in the virtual object’s physicality. In a study (N=18), we compared our multimodal technique with pseudo-haptics alone and a baseline condition to assess participants’ experiences of weight changes. Our findings demonstrate that participants perceived varying degrees of weight change when the C/D ratio was adjusted, validating its effectiveness for simulating dynamic weight in VR. However, the additional vibrotactile feedback did not improve weight change perception. This work extends the understanding of designing haptic experiences for lightweight VR systems by leveraging perceptual mechanisms. Carolin Stellmacher, Feri Irsanto Pujianto, Tanja Kojic, Jan-Niklas Voigt-Antons, Johannes Schöning |
CHI | 3 |
| 2024 | Exploring Augmented Table Setup and Lighting Customization in a Simulated Restaurant to Improve the User ExperienceabstractThis study explored a concept for using Augmented Reality (AR) glasses to customize augmented table setup and lighting in a restaurant. The aim was to provide insights into AR usage in restaurants and contribute to existing research by introducing an extendable and versatile concept for scholars and restaurateurs. A controlled laboratory study, using a within-subjects design, was conducted to investigate the effects of a customizable augmented table setup and lighting on user experience (UX), perceived waiting time, psychological ownership and social acceptability. A simulated restaurant environment was created using 360° image in Virtual Reality (VR). The study implemented default and customizable table setup and lighting. Results from a paired samples t-test showed a statistically significant effect of table setup and lighting on pragmatic quality of UX, hedonic quality of UX, overall UX, Valence, Dominance, psychological ownership and affect. Furthermore, table setup had a significant effect on Arousal and perceived waiting time. Moreover, table setup significantly affected AR Interaction-, Isolation-, and Safety acceptability, while lighting only affected AR Interaction acceptability. Findings suggest that these investigated variables are worth considering for AR applications in a restaurant, especially when offering customizable augmented table setup and lighting. Jana Motowilowa, Maurizio Vergari, Tanja Kojic, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
ISM | 3 |
| 2024 | Working with Mixed Reality in Public: Effects of Virtual Display Layouts on Productivity, Feeling of Safety, and Social AcceptabilityabstractNowadays, Mixed Reality (MR) headsets are a game-changer for knowledge work. Unlike stationary monitors, MR headsets allow users to work with large virtual displays anywhere they wear the headset, whether in a professional office, a public setting like a cafe, or a quiet space like a library. This study compares four different layouts (eye level-close, eye level-far, below eye level-close, below eye level-far) of virtual displays regarding feelings of safety, perceived productivity, and social acceptability when working with MR in public. We test which layout is most preferred by users and seek to understand which factors affect users’ layout preferences. The aim is to derive useful insights for designing better MR layouts. A field study in a public library was conducted using a within-subject design. While the participants interact with a layout, they are asked to work on a planning task. The results from a repeated measure ANOVA show a statistically significant effect on productivity but not on safety and social acceptability. Additionally, we report preferences expressed by the users regarding the layouts and using MR in public. Janne Kaeder, Maurizio Vergari, Verena Biener, Tanja Kojic, Jens Grubert, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
ISMAR | 4 |
| 2024 | The Impact of Social Environment and Interaction Focus on User Experience and Social Acceptability of an Augmented Reality GameabstractOne of the most promising technologies inside the Extended Reality (XR) spectrum is Augmented Reality. This technology is already in people’s pockets regarding Mobile Augmented Reality with their smartphones. The scientific community still needs answers about how humans could and should interact in environments where perceived stimuli are different from fully physical or digital circumstances. Moreover, it is still being determined if people accept these new technologies in different social environments and interaction settings or if some obstacles could exist. This paper explores the impact of the Social Environment and the Focus of social interaction on users while playing a location-based augmented reality game, measuring it with user experience and social acceptance indicators. An empirical study in a within-subject fashion was performed in different social environments and under different settings of social interaction focus with N = 28 participants compiling self-reported questionnaires after playing a Scavenger Hunt in Augmented Reality. The measures from two different Social Environments (Crowded vs. Uncrowded) resulted in statistically relevant mean differences with indicators from the Social Acceptability dimension. Moreover, the analyses show statistically relevant differences between the variances from different degrees of Social Interaction Focus with Overall Social Presence, Perceived Psychological Engagement, Perceived Attentional Engagement, and Perceived Emotional Contagion. The results suggest that a location-based AR game played in different social environments and settings can influence the user experience’s social dimension. Therefore, they should be carefully considered while designing immersive technological experiences in public spaces involving social interactions between players. Lorenzo Cocchia, Maurizio Vergari, Tanja Kojic, Francesco Vona, Sebastian Möller 0001, Franca Garzotto, Jan-Niklas Voigt-Antons |
QoMEX | 3 |
| 2024 | Investigating the impact of virtual element misalignment in collaborative Augmented Reality experiencesabstractThe collaboration in co-located shared environments has sparked an increased interest in immersive technologies, including Augmented Reality (AR). Since research in this field has primarily focused on individual user experiences in AR, the collaborative aspects within shared AR spaces remain less explored, and fewer studies can provide guidelines for designing this type of experience. This article investigates how the user experience in a collaborative shared AR space is affected by divergent perceptions of virtual objects and the effects of positional synchrony and avatars. For this purpose, we developed an AR app and used two distinct experimental conditions to study the influencing factors. Forty-eight participants, organized into 24 pairs, participated in the experiment and jointly interacted with shared virtual objects. Results indicate that divergent perceptions of virtual objects did not directly influence communication and collaboration dynamics. Conversely, positional synchrony emerged as a critical factor, significantly enhancing the quality of the collaborative experience. On the contrary, while not negligible, avatars played a relatively less pronounced role in influencing these dynamics. These findings can potentially offer valuable practical insights, guiding the development of future collaborative AR/VR environments. Francesco Vona, Michael Stern, Navid Ashrafi, Tanja Kojic, Sina Hinzmann, David Grieshammer, Jan-Niklas Voigt-Antons |
QoMEX | 4 |
| 2024 | Comparing Continuous and Retrospective Emotion Ratings in Remote VR StudyabstractThis study investigates the feasibility of remote virtual reality (VR) studies conducted at home using VR headsets and video conferencing by deploying an experiment on emotion ratings. 20 participants used head-mounted displays to immerse themselves in 360° videos selected to evoke emotional responses. The research compares continuous ratings using a graphical interface to retrospective questionnaires on a digitized Likert Scale for measuring arousal and valence, both based on the self-assessment manikin (SAM). It was hypothesized that the two different rating methods would lead to significantly different values for both valence and arousal. The goal was to investigate whether continuous ratings during the experience would better reflect users’ emotions compared to the post-questionnaire by mitigating biases such as the peak-end rule. The results show significant differences with moderate to strong effect sizes for valence and no significant differences for arousal with low to moderate effect sizes. This indicates the need for further investigation of the methods used to assess emotion ratings in VR studies. Overall, this study is an example of a remotely conducted VR experiment, offering insights into methods for emotion elicitation in VR by varying the timing and interface of the rating. Maximilian Warsinke, Tanja Kojic, Maurizio Vergari, Robert P. Spang, Jan-Niklas Voigt-Antons, Sebastian Möller 0001 |
QoMEX | 2 |
| 2024 | Digital Eyes: Social Implications of XR EyeSightabstractThe EyeSight feature, introduced with the new Apple Vision Pro XR headset, promises to revolutionize user interaction by simulating real human eye expressions on a digital display. This feature could enhance XR devices’ social acceptability and social presence when communicating with others outside the XR experience. In this pilot study, we explore the implications of the EyeSight feature by examining social acceptability, social presence, emotional responses, and technology acceptance. Eight participants engaged in conversational tasks in three conditions to contrast experiencing the Apple Vision Pro with EyeSight, the Meta Quest 3 as a reference XR headset, and a face-to-face setting. Our preliminary findings indicate that while the EyeSight feature improves perceptions of social presence and acceptability compared to the reference headsets, it does not match the social connectivity of direct human interactions. Maurizio Vergari, Tanja Kojic, Wafaa Wardah, Maximilian Warsinke, Sebastian Möller 0001, Jan-Niklas Voigt-Antons, Robert P. Spang |
VRST | 2 |
| 2023 | An Investigation of the Influence of Ambient Noise on User Experience in Virtual RealityabstractAlthough there are several aspects that might impact one's feeling of immersion or presence in a virtual environment, noises in the actual world are often overlooked. Distractions (such as noises or lights) may have an effect on a person's mental or emotional state in real life, and these interruptions can be disturbing while trying to focus on work. With a steady stream of distractions, one may eventually lose interest and make mistakes or stop the activity. The goal of this research is to better understand the impact of various ambient sounds on presence, immersion, and decision-making by using virtual reality and audio rendering technology. This study's sound sources were obtained and recorded from several real-life sources before being mixed into the virtual world. These audio recordings have been shown to influence a person's decision-making skills by generating a sudden shift in different emotional states (such as annoyance and anger). In certain circumstances, binaural recording is used to provide the listener with a 3D stereo sound experience. They were triggered at random intervals while the user was in the virtual environment. Based on the findings of the study presented in this paper, some types of noises, such as continuous and impulsive noise, have a negative impact on user experience by reducing immersion in the virtual reality environment. It was also discovered that the more interaction there was, the more mental work was required to complete the activities. Tanja Kojic, Maurizio Vergari, Francesco Vona, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 1 |
| 2023 | Exploring users' sense of safety in public using an Augmented Reality applicationabstractNowadays, Augmented Reality (AR) is available on almost all smartphones creating some exciting interaction opportunities but also challenges. For example, already after the famous AR app Pokemon GO was released in July 2016, numerous accidents related to the use of the app were reported by users. At the same time, the spread of AR can be noticed in the tourism industry, enabling tourists to explore their surroundings in new ways but also exposing them to safety issues. This preliminary study explores users' sense of safety when manipulating the amount and UI elements visualization parameters of Point of Interest (POI) markers in a developed AR application. The results show that the amount of POI markers that are displayed is significant for participants' sense of safety. The influence of manipulating UI elements in terms of “transparency”, “color”, and “size” cannot be proven. Nevertheless, most tested people stated that manipulating transparency and size somehow influences their sense of safety, so a closer look at them should be taken in future studies. Maurizio Vergari, Tanja Kojic, Nicole Stefanie Bertges, Francesco Vona, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 2 |
| 2022 | Investigation of Personal Space perception in Augmented RealityabstractOver the past five years, the interest in Augmented Reality (AR) technologies has significantly increased. Different industries adopted it, such as gaming, tourism, e-commerce, and entertainment, to name a few. Due to its non-fully immersive property, easy implementation, and compatibility with the most recent smartphones, AR seems to be suitable for daily usage. This poses a significant challenge in creating a good User Experience (UX), as this kind of technology needs to be designed for private scenarios and public ones. In its context, it is essential to understand how users are influenced in their social interactions while using AR. Through the use of humanoid Virtual Characters, this paper is intended to better the understanding of how people perceive personal space in AR. By varying Virtual Character Gender (male, female) and its Placement Modality (predefined, dynamic distance) in the real environment, the effects on UX, Emotions, and Social Presence are investigated. As Personal Space is a dynamic psychological construct, which could depend on individual factors, this paper further investigates some possible co-variant effects of users' preferences towards a female or a male character based on their Sexual Attraction. Results show that Placement Modality significantly affects Personal Space boundaries in terms of position, width, and hedonic quality of the experience. Moreover, an effect of Virtual Character Gender was found on users' Personal Space inner boundary, and Social Presence in its emotional contagion dimension. Finally, an effect of Sexual Attraction on UX, Social Presence in its emotional contagion dimension, and dominance were discovered. Maurizio Vergari, Robert P. Spang, Tanja Kojic, Britta Hesse, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 3 |
| 2021 | Influence of Interactivity and Social Environments on User Experience and Social Acceptability in Virtual RealityabstractNowadays, Virtual Reality (VR) technology can be potentially used everywhere through wearable head-mounted displays. Nevertheless, it is still uncommon to see VR devices used in public settings. In these contexts, unaware bystanders in the surroundings might influence the User Experience (UX) and create concerns about the social acceptability of this technology. The user acts in a Social Environment (SE), characterized by surrounding people's number, proximity, and behavior. Simultaneously, VR applications often require a different degree of interactivity concerning body movements and controllers interaction. In this paper, the influence of Social Environments, and degree of interactivity on User Experience and social acceptability is investigated. Four Social Environments were simulated employing 360° Videos, and two VR games developed with two levels of interactivity. Results showed a statistically significant influence of Social Environments on Overall UX as well as Public VR, Interaction, Isolation, Privacy and Safety acceptability, and of the degree of interactivity on Presence, Valence, Arousal, Overall UX, UX Hedonic quality, and Safety acceptability. Findings indicate that Social Environments and degree of interactivity should be taken into account while designing VR applications. Maurizio Vergari, Tanja Kojic, Francesco Vona, Franca Garzotto, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
VR | 2 |
| 2021 | Don't Worry be Happy - Using virtual environments to induce emotional states measured by subjective scales and heart rate parametersabstractAdvancing technology and higher availability of Virtual Reality (VR) devices sparked its application in various research fields. For instance, health-related research showed that simulated nature environments in VR could reduce arousal and increase valence levels. This study investigates how the amount of possible interactivity influences the presence in nature environments and consequences on arousal and valence. After inducing fear (high arousal and low valence) through a VR-horror game, it was tested how participants recovered if they played a VR-nature game with either no, limited, or extensive interaction. The horror game proved to be a valid stimulus for inducing high arousal and low valence with a successful manipulation check. Igroup presence questionnaire (IPQ) scores showed that more interaction with the virtual environment increases spatial presence. A beneficial effect of experiencing nature can also be concluded. Results from the Self-Assessment Manikin questionnaire (SAM) scores for valence indicate a significant increase in the conditions with extensive and limited interaction compared to the control group. The VR Nature experience did significantly decrease arousal and increase valence compared to the post-horror game ratings. The physiological responses support this finding. These results can increase the effectiveness of health-related VR-applications to elevate mood levels by either implementing plenty of interactions and consequently increasing spatial presence or doing the opposite and leaving out any interactions at all. Jan-Niklas Voigt-Antons, Robert P. Spang, Tanja Kojic, Luis Meier, Maurizio Vergari, Sebastian Möller 0001 |
VR | 3 |
| 2020 | Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR ExergamingabstractCombining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting physiological dimension since it is easy and unobtrusive to measure and gained data provide valuable insights regarding the correct execution of movements, especially when analyzed together with additional movement data in real-time. In this work, we focus on indoor rowing since it is a popular sport that's often done alone without extensive instructions. We compare a visual breathing indication with haptic guidance in order for athletes to maintain a correct, efficient, and healthy breathing-movement-synchronicity (BMS) while working out. Also, user experience and acceptance of the different modalities were measured. The results show a positive and statistically significant impact of purely verbal instructions and purely tactile feedback on BMS and no significant impact of visual feedback. Interestingly, the subjective ratings indicate a strong preference for the visual modality and even an aversion for the haptic feedback, although objectively the performance benefited most from using the latter. Robert P. Spang, Tanja Kojic, Luis Meier, Rudresha Gulaganjihalli Parameshappa, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 2 |
| 2020 | User Experience of Reading in Virtual Reality - Finding Values for Text Distance, Size and ContrastabstractVirtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life scenarios. Intending to present realistic environments, VR applications are including text that we are surrounded by every day. However, text can only add value to the virtual environment if it is designed and created in such a way that users can comfortably read it. With the aim to explore what values for text parameters users find comfortable while reading in virtual reality, a study was conducted allowing participants to manipulate text parameters such as font size, distance, and contrast. Therefore two different standalone virtual reality devices were used, Oculus Go and Quest, together with three different text samples: Short (2 words), medium (21 words), and long (51 words). Participants had the task of setting text parameters to the best and worst possible value. Additionally, participants were asked to rate their experience of reading in virtual reality. Results report mean values for angular size (the combination of distance and font size) and color contrast depending on the different device used as well as the varying text length, for both tasks. Significant differences were found for values of angular size, depending on the length of the displayed text. However, different device types had no significant influence on text parameters but on the experiences reported using the self-assessment manikin (SAM) scale. Tanja Kojic, Robert P. Spang, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 1 |
| 2020 | Development and Validation of Pictographic Scales for Rapid Assessment of Affective States in Virtual RealityabstractThis 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. Christian Krüger, Tanja Kojic, Luis Meier, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 2 |
| 2020 | Influence of Hand Tracking as a Way of Interaction in Virtual Reality on User ExperienceabstractWith the rising interest in Virtual Reality and the fast development and improvement of available devices, new features of interactions are becoming available. One of them that is becoming very popular is hand tracking, as the idea to replace controllers for interactions in virtual worlds. This experiment aims to compare different interaction types in VR using either controllers or hand tracking. Participants had to play two simple VR games with various types of tasks in those games — grabbing objects or typing numbers. While playing, they were using interactions with different visualizations of hands and controllers. The focus of this study was to investigate user experience of varying interactions (controller vs. hand tracking) for those two simple tasks. Results show that different interaction types statistically significantly influence reported emotions with Self-Assessment Manikin (SAM), where for hand tracking participants were feeling higher valence, but lower arousal and dominance. Additionally, task type of grabbing was reported to be more realistic, and participants experienced a higher presence. Surprisingly, participants rated the interaction type with controllers where both where hands and controllers were visualized as statistically most preferred. Finally, hand tracking for both tasks was rated with the System Usability Scale (SUS) scale, and hand tracking for the task typing was rated as statistically significantly more usable. These results can drive further research and, in the long term, contribute to help selecting the most matching interaction modality for a task. Jan-Niklas Voigt-Antons, Tanja Kojic, Sebastian Möller 0001 |
QoMEX | 2 |
| 2020 | Comparing Emotional States Induced by 360° Videos Via Head-Mounted Display and Computer ScreenabstractIn recent years 360° videos have been becoming more popular. For traditional media presentations, e.g., on a computer screen, a wide range of assessment methods are available. Different constructs, such as perceived quality or the induced emotional state of viewers, can be reliably assessed by subjective scales. Many of the subjective methods have only been validated using stimuli presented on a computer screen. This paper is using 360° videos to induce varying emotional states. Videos were presented 1) via a head-mounted display (HMD) and 2) via a traditional computer screen. Furthermore, participants were asked to rate their emotional state 1) in retrospect on the self-assessment manikin scale and 2) continuously on a 2-dimensional arousal-valence plane. In a repeated measures design, all participants (N = 18) used both presentation systems and both rating systems. Results indicate that there is a statistically significant difference in induced presence due to the presentation system. Furthermore, there was no statistically significant difference in ratings gathered with the two presentation systems. Finally, it was found that for arousal measures, a statistically significant difference could be found for the different rating methods, potentially indicating an underestimation of arousal ratings gathered in retrospect for screen presentation. In the future, rating methods such as a 2-dimensional arousal-valence plane could offer the advantage of enabling a reliable measurement of emotional states while being more embedded in the experience itself, enabling a more precise capturing of the emotional states. Jan-Niklas Voigt-Antons, Eero Lehtonen, Andres Pinilla Palacios, Tanja Kojic, Sebastian Möller 0001 |
QoMEX | 5 |
| 2019 | Impact of Constant Visual Biofeedback on User Experience in Virtual Reality ExergamesabstractWith 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. Tanja Kojic, Lan Thao Nugyen, Jan-Niklas Voigt-Antons |
ISM | 1 |
| 2019 | Influence of Network Delay in Virtual Reality Multiplayer Exergames: Who is actually delayed?abstractOne of the fields where Virtual Reality (VR) is finding a potentially growing market is in the combination of exercising and gaming - also called exergaming. When it comes to competition in gaming, is important to investigate how different levels of delay influence overall quality of experience (QoE) in VR multiplayer exergames. The experimental setup consisted of a VR application coupled with a rowing ergometer, allowing races between the user and an artificially created opponent that is following the player with a similar speed and keeping the race tight. To investigate the influence of the delay, on both user's and opponent's side three levels of network delay were introduced (30ms, 100ms, and 500ms) and mixed throughout different conditions. After each session, participants rated perceived flow, sense of presence, and the degree to which they have noticed the delay in their or the opponent's system. Interestingly, results show different perception of delay and QoE depending on user's own delay. Participants perceived the opponent's player as being delayed even if only the player itself had network delay along with significantly lower rating of QoE only when their delay was high. Tanja Kojic, Steven Schmidt 0001, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 1 |
| 2019 | Influence of UI Complexity and Positioning on User Experience During VR ExergamesabstractIn past years, as virtual reality (VR) technology is extensively developing, more and more people are using it in different fields. One of the fast developing fields in VR are exergames, a combination of physical exercise and game. With a goal to engage people in physical activity, VR exergames should look and feel good for users. Therefore, user interface (UI) in VR is important and has to be built in a way to enhance user experience. In this paper, ergometer is used together with VR rowing environment as VR exergame for a study aiming to explore possibilities of UI in VR. Accordingly, different metrics commonly used to quantify rowing action (e.g, speed and distance) were visualized. The visualizations that were created had different positioning (closer or further away from the player) and different level of complexity (more or less metrics shown as only numbers or in a gamified design). Participants (N = 27) during experiment for this study rowed four times in different conditions depending were metrics of the game were shown: 1) as a cockpit at the front of the rowing e.g, with gamified visualization of metrics; 2) as a coach boat that follows the player with gamified visualization of metrics on a screen; 3) as a cockpit at the front of the rowing e.g, with digital visualization of metrics; 4) as a coach boat that follows the player with digital visualization of metrics on a screen. Results show that level of UI complexity has a significant influence on readability, while positioning of UI elements significantly influences users' perception of support from system. Furthermore, participants preferred the opposite level of complexity depending on the position where metrics were shown. Tanja Kojic, Uliana Sirotina, Sebastian Möller 0001, Jan-Niklas Voigt-Antons |
QoMEX | 1 |
| 2018 | Impact of Virtual Environments on Motivation and Engagement During ExergamesabstractVideo games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence. Steven Schmidt 0001, Patrick Ehrenbrink, Benjamin Weiss 0001, Jan-Niklas Voigt-Antons, Tanja Kojic, Andrew Johnston, Sebastian Möller 0001 |
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| 2018 | Influence of Virtual Environments and Conversations on User Engagement During Multiplayer ExergamesabstractVirtual 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. Tanja Kojic, Jan-Niklas Voigt-Antons, Steven Schmidt 0001, Lukas Tetzlaff, Bruno Kortowski, Uliana Sirotina, Sebastian Möller 0001 |
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