Insights from our projects
We encourage you to watch the video clips presenting briefly LBM and our projects.
Hardware and software
We have the most modern research equipment and software for carrying out biometric tests.

iMotions Research Platform

A platform for carrying out biometric research, unique on the market, which allows the integration of all research sensors and the visualization of measurements in real time on one timeline.

SMI Experiment Suite Scientific Premium

A software platform for designing, conducting and analyzing eye tracking experiments using SMI eyetrackers.

Tobii Pro Lab

Software for designing, conducting and analyzing eye tracking research using Tobii eyetrackers.



Web crawling

We can carry out research in the field of virtual ethnography.

CATI studio

15 fully equipped computer stations that allow us to conduct CATI, CAWI or CASI surveys. Hardware and software provide access to a unique database of numbers - valuable when conducting representative surveys.

Modern eyetrackers

Depending on the specifics of the test, we offer one of the eye trackers: Tobii Pro Fusion 250Hz with Mobile Device Solution, Tobii Glasses 2 100Hz, Tobii Pro VR Integration based on HTC Vive 120Hz and SMI RED500.

VR headsets and game consoles

For research in the world of virtual reality, we use Varjo XR-4, Oculus RIft, Playstation VR and HTC Vive headsets. We also study 2D games using the XBOX One S and X consoles and PlayStation 4 Pro.

Biometric sensors and the study of emotions

Using Shimmer and B-ALERT equipment, we test: galvanic skin reaction (GSR), bioelectric activity of the brain (EEG) and electromyography (EMG). In addition, thanks to the AFFECTIVA algorithm, we examine experienced emotions on the basis of video recording.

Radio and television monitoring

Real-time recording of 9 TV channels and 6 radio stations, creating an archive for tv and radio content analysis.

FOCUS room

A fully functional focus room, in which - in addition to standard observation with a Venetian mirror - we have the opportunity to watch group interviews from the playback (the meetings are recorded) or live online. A dedicated link will allow you to view the entire study on the Internet.

7 team members
6 VR headsets
3 eye-trackers
5 rooms
What we do?
We offer comprehensive and multifaceted research and expert service that allows you to achieve an advantage over a competitive one. We guarantee the highest methodological and organizational standards in the design and implementation of research.

Observation and analysis of the reception of each type of media content

e.g. spots, posters, texts, information services, memes, movies, etc.

UX analysis and experiments

in games and widely understood interactive applications (websites, moblil applications)

Analyzes of the impact of specific gamification techniques

in different groups of people and usage contexts depending on the project.

Application tests (existing or prepared)

on target groups with qualitative or quantitative results in the case of remote tests.

Research on procedural content creation in video games



Research of reception of video games

emotional reactions of the player (also using the techniques of facetracking and EEG).

Team
LBM UW is an interdisciplinary team of specialists - several media experts, linguists, psychologists, sociologists, political scientists and statisticians. Each member of the team has many years of experience in conducting both scientific and commercial projects.

prof. TOMASZ GACKOWSKI Director of LBM UW

Professor Tomasz Gackowski is an established media & communication scholar, historian, and economist, specializing in social communication and media studies. He holds the position of professor at the University of Warsaw, specifically in the Department of Social Communication and Public Relations at the Faculty of Journalism, Information, and Book Studies. He also heads the Laboratory of Media Studies at the university. Additionally, he was the Deputy Director for Research and International Cooperation at the Institute of Journalism at Warsaw University (2012-2016) and served as vice-chair of the Mediatization section of ECREA (2022-2024). Furthermore, Professor Gackowski leads the initiative II.3.4 "Gamification of Worlds in Service of a Modern 21st-Century Society" as part of the Excellence Initiative – Research University program (2020-2026).

MA Marlena Sztyber-Popko Researcher

Media expert, lawyer, PhD student at the Faculty of Journalism, Information and Book Studies of the University of Warsaw. In her scientific work, she combines issues in the field of media studies, social communication and law.

Natalia Strąk Research and administrative support

A student of Information Architecture at the Faculty of Journalism, Information, and Bibliology at the University of Warsaw. She is interested in the application of biometric research, as well as methods and tools for shaping the information environment. She is particularly focused on raising awareness about information accessibility. Her passions also include analyzing the social perception of content, especially in the context of media influence on public opinion and the need to develop critical skills for better understanding visual data.

PhD KAROLINA BRYLSKA Vice director of LBM UW

Media researcher, assistant at the Department of Social Communication and Public Relations of the Faculty of Journalism, Information and Bibliology and the University of Warsaw. Deputy head of the Laboratory of Media Studies at the University of Warsaw.

MA Marcin Łączyński Data analyst

PhD student at the Doctoral School of Social Sciences at the University of Warsaw. A graduate of the Institute of Journalism of the University of Warsaw, specializing in Media Marketing and PR and the Faculty of Economics of the University of Warsaw (Statistical methods in business). Author of the blogs gry-szkoleniowe.blogspot.com, przedwyruszeniem.blogspot.com and the book published in 2013 and awarded by PTTB "Gry Szkoleniowe. Practical Guide ". His research interests include the study of games (digital and analog), gamers and their communities, the use of narrative in games, and gamification.

PHD Anna Mierzecka Researcher

Information behavior researcher, assistant professor at Faculty of Journalism, Information and Bibliology and the University of Warsaw. Her main areas of interest are college and university information behavior, scientific communication, and digital information sources.

ma Grzegorz Kowalczyk Researcher

Media expert, political scientist, PhD student at the Doctoral School of Social Sciences of the University of Warsaw (SDNS UW). He specializes in the analysis of new media and their impact on society, with particular emphasis on disinformation. Journalist for Business Insider Polska, dealing with the connections between economy, politics and industry.

MSc ADAM BALCERZAK Chief technology officer

Chief IT specialist, webmaster, technician at the Laboratory of Media Studies at the University of Warsaw, owner of an interactive agency, but above all an enthusiast of information technology. It follows with interest the market and the development of new technologies, as well as the way they are used in everyday life of the media, companies and ordinary people.

Ireneusz Plasota IT specialist

IT specialist with many years of experience in managing and maintaining IT systems in both academic and research environments. He has supported staff and students in solving technical issues, configuring hardware, and implementing new IT solutions. Currently, he is also involved in the design and execution of biometric studies, surveys, and the broader support of research processes. Privately, he is passionate about technology, Japan, and travel, with a keen interest in exploring new solutions and their applications in everyday life.

Research Programs
We conduct innovative research programs combining advanced biometric technologies, data analysis, and artificial intelligence.

Excellence Initiative – Research University 2020-2026

The essence of this initiative will be the creation of a virtual platform – a network of researchers and scientific research centers specializing in eSports, computer games, and AR/VR experiences. This network will gain international recognition primarily through joint publications in prestigious journals and monographs, as well as through participation in and organization of high-profile scientific conferences.

SPUB Grant
for the years 2023–2025

By the decision of the Minister of Education and Science, LBM received an institutional grant for financing costs related to the maintenance of scientific research equipment/research facilities: "Maintenance of integrated research infrastructure for media studies behavioral research at LBM UW" under the SPUB program for the years 2023–2025. Decision: 157/561556/SPUB/SP/2023.

SPUB Grant
for the years 2017–2019

By the decision of the Ministry of Science and Higher Education (MNiSW), LBM received an institutional grant for financing costs related to the maintenance of scientific research equipment/research facilities: "Maintenance of unique devices at the Laboratory of Media Studies, University of Warsaw" under the SPUB program for the years 2017–2019. Decision: 223335/E-343/SPUB/2017/1,2,3,5.

Targeted Grant for Covering
Restructuring Costs 2017-2018

By the decision of the Ministry of Science and Higher Education (No. 223335/E-343/R/2017 dated March 1, 2017), the Faculty of Journalism, Information and Bibliology received a targeted grant to cover restructuring costs for the years 2017–2018 titled "Center for Media Analysis".

SPUB Grant
2015

By decision number 8617/E-343/SPUB/2015, the Ministry of Science and Higher Education (MNiSW) allocated funds for the maintenance of special research equipment from January to November 2015 – "Maintenance of unique research equipment at the Laboratory of Media Studies, University of Warsaw."

Targeted Grant
for the Establishment of LBM 2013

As part of the restructuring of the Institute of Journalism at the University of Warsaw, LBM was established thanks to financial resources granted by the Ministry of Science and Higher Education in the form of a targeted grant. Decision no. 8617/E-343/R/2013 dated June 12, 2013.

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