Publications by authors named "Alexander Raake"

Virtual Reality (VR) has become an important tool for conducting behavioral studies in realistic, reproducible environments. In this paper, we present ISA, an Immersive Study Analyzer system designed for the comprehensive analysis of social VR studies. For in-depth analysis of participant behavior, ISA records all user actions, speech, and the contextual environment of social VR studies.

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In many research fields, human-annotated data plays an important role as it is used to accomplish a multitude of tasks. One such example is in the field of multimedia quality assessment where subjective annotations can be used to train or evaluate quality prediction models. Lab-based tests could be one approach to get such quality annotations.

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Augmented Reality (AR) and Virtual Reality (VR) are pushing from the labs towards consumers, especially with social applications. These applications require visual representations of humans and intelligent entities. However, displaying and animating photo-realistic models comes with a high technical cost while low-fidelity representations may evoke eeriness and overall could degrade an experience.

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The ability to focus ones attention in different acoustical environments has been thoroughly investigated in the past. However, recent technological advancements have made it possible to perform laboratory experiments in a more realistic manner. In order to investigate close-to-real-life scenarios, a classroom was modeled in virtual reality (VR) and an established paradigm to investigate the auditory selective attention (ASA) switch was translated from an audio-only version into an audiovisual VR setting.

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Communication technologies play an important role in maintaining the grandparent-grandchild (GP-GC) relationship. Based on Media Richness Theory, this study investigates the frequency of use (RQ1) and perceived quality (RQ2) of established media as well as the potential use of selected innovative media (RQ3) in GP-GC relationships with a particular focus on digital media. A cross-sectional online survey and vignette experiment were conducted in February 2021 among  = 286 university students in Germany (mean age 23 years, 57% female) who reported on the direct and mediated communication with their grandparents.

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Most studies investigating the effects of environmental noise on children's cognitive performance examine the impact of monaural noise (i.e., same signal to both ears), oversimplifying multiple aspects of binaural hearing (i.

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Background: Loneliness and social isolation in older age are considered major public health concerns and research on technology-based solutions is growing rapidly. This scoping review of reviews aims to summarize the communication technologies (CTs) (review question RQ1), theoretical frameworks (RQ2), study designs (RQ3), and positive effects of technology use (RQ4) present in the research field.

Methods: A comprehensive multi-disciplinary, multi-database literature search was conducted.

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Videoconferencing (VC) is a type of online meeting that allows two or more participants from different locations to engage in live multi-directional audio-visual communication and collaboration (e.g., via screen sharing).

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Sound field synthesis methods like Wave Field Synthesis (WFS) and Near-Field Compensated Higher Order Ambisonics synthesize a sound field in an extended area surrounded by loudspeakers. Because of the limited number of applicable loudspeakers the synthesized sound field includes artifacts. This paper investigates the influence of these artifacts on the accuracy with which a listener can localize a synthesized source.

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