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Five research lines

Extended Reality, spatial interaction & experience measurement

I investigate how immersive and interactive systems can be designed and evaluated to improve experience quality, task performance and trust.

Research and teaching statement. How these lines developed, what comes next, how I teach and supervise, and how I would build a laboratory, the full statement, also as PDF in English and German.
01

What I research, in plain language

I study how virtual and augmented reality systems can be built so they actually work well for people, not just technically, but in terms of how natural, comfortable and useful they feel. I measure user experience using questionnaires, eye tracking and physiological sensors, and apply these findings to improve VR/AR for training, healthcare and everyday use.

What sets this work apart

Most XR research either studies interaction in the lab or measures physiology separately. I do both together, and I take XR outside the lab, into hospitals, public spaces and safety-critical training environments. This combination lets me answer questions neither approach alone can address: not just “does this feel good?” but “what do bodies and brains reveal about quality that users cannot consciously articulate?”

Methods toolbox

eye trackingphysiological sensing EEGbehavioural coding QoE questionnairessimulator studies statistical analysismultimodal fusion

Cross-cutting application domains

Safety-critical training · public-space MR · digital twins · health communication · intelligent agents

02

Research lines

Each line has its own methods, venues and funding base, but they share one measurement philosophy.

LINE 01

XR & Spatial Interaction

embodied interactionsocial acceptabilitymixed reality

Why it matters: spatial interaction quality directly influences usability, social acceptance and deployment readiness. A gesture that works in an empty lab may be unusable on a train platform.

Representative outputs

Representative projects

All XR-tagged publications →
LINE 02

Quality of Experience

network impairmentsquestionnairesstatistical modelling

Why it matters: QoE data links technical system behaviour to perceived quality, trust and adoption. It is the bridge between an engineering parameter and a product decision, and the basis of the ITU-T recommendations I co-develop.

Representative outputs

Standardization

  • ITU-T P.812 · Principles of subjective test methods for interactive virtual reality applications (2024), co-developer
  • 17 contributions to ITU-T SG12, ISO/IEC JTC 1/SC 29/WG 2 (MPEG) and DKE at DIN and VDE

Representative projects

All QoE-tagged publications →
LINE 03

Psychophysiology & Behavioural Measurement

eye trackingmultimodal sensingworkload

Why it matters: physiological and behavioural signals complement self-reports for robust user-state assessment. My EEG work showed that brains detect audio quality degradations that listeners consciously rate as acceptable, a finding with direct implications for invisible quality thresholds in streaming systems.

Representative outputs

Representative projects

All psychophysiology-tagged publications →
LINE 04

Digital Health & Learning

serious gameshealth communicationtraining

Why it matters: human-centered XR can improve engagement and measurable outcomes in education and health communication, but only if evaluated in the clinical and educational contexts where it will actually run.

Representative outputs

Representative projects

All digital-health publications →
LINE 05

Generative AI in Media Contexts

embodied agentssynthetic mediacalibrated trust

Why it matters: embodied agents and synthetic media content are entering training and health communication faster than methods to evaluate trust and acceptance in them. Calibrated trust, neither blind reliance nor blanket rejection, is the target.

Representative outputs

Representative projects

03

Data and instruments

Material from this work that other groups can download, reuse and cite.

The Storytime Dataset

Dataset · 2022 · OSF

Simulated videotelephony clips for research on quality perception: recorded material for experiments in which participants rate audiovisual quality under controlled degradations.

Cite as

Spang, R. P., Voigt-Antons, J.-N. & Möller, S. (2022). The Storytime Dataset: Simulated Videotelephony Clips for Quality Perception Research. Paper presented at the 14th International Conference on Quality of Multimedia Experience (QoMEX 2022), Lippstadt, Germany. doi:10.1109/QoMEX55416.2022.9900888 Details

The STAGA-Dataset

Dataset · 2022 · OSF

Stop and trip annotated GPS and accelerometer data from everyday life: labelled mobility traces for developing and benchmarking methods that tell movement apart from standing still.

Cite as

Spang, R. P., Pieper, K., Oesterle, B., Brauer, M., Haeger, C., Mümken, S., Gellert, P. & Voigt-Antons, J.-N. (2022). The STAGA-Dataset: Stop and Trip Annotated GPS and Accelerometer Data of Everyday Life. Paper presented at the Free and Open Source Software for Geospatial (FOSS4G 2022). Firenze, Italy. doi:10.5194/isprs-archives-XLVIII-4-W1-2022-443-2022 Details

Interested in one of these lines?

I am open to joint proposals, clinical and industrial studies, and invited talks.