2015
DOI: 10.1007/s11042-015-2980-z
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Modeling immersive media experiences by sensing impact on subjects

Abstract: As immersive technologies target to provide higher quality of multimedia experiences, it is important to understand the quality of experience (QoE) perceived by users from various multimedia rendering schemes, in order to design and optimize human-centric immersive multimedia systems. In this study, various QoE-related aspects, such as depth perception, sensation of reality, content preference, and perceived quality are being investigated and compared for presentation of 2D and 3D contents. Since the advantage… Show more

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Cited by 16 publications
(10 citation statements)
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“…task completion time, error rates). Reliance solely on subjective assessment, also known as explicit metrics, has been criticised by Kroupi et al in [27] and Hoßfeld et al in [28], highlighting the importance of including objective (i.e. implicit) metrics in QoE assessment.…”
Section: Quality Of Experience For Virtual Augmented Environmentsmentioning
confidence: 99%
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“…task completion time, error rates). Reliance solely on subjective assessment, also known as explicit metrics, has been criticised by Kroupi et al in [27] and Hoßfeld et al in [28], highlighting the importance of including objective (i.e. implicit) metrics in QoE assessment.…”
Section: Quality Of Experience For Virtual Augmented Environmentsmentioning
confidence: 99%
“…implicit) metrics in QoE assessment. Implicit metrics include measurements of participant-task interaction as suggested in [26], as well as measurements of participant psychophysical state during the experiment, as discussed in [27]. The connection between psychophysical measurements and perceived QoE in VR has been brought up by Keighrey et al in [29].…”
Section: Quality Of Experience For Virtual Augmented Environmentsmentioning
confidence: 99%
“…Thus, it is related to the quality of rendering of an immersive multimedia in terms of impact on users’ emotion, sense of presence, level of induced stress and degree of engagement [ 16 , 17 , 18 ], which can eventually be used as feedback to provide the patient with a more personalized media experience. The way the user perceive the VR environment can be assessed explicitly or implicitly [ 19 ]: the former refers to QoE evaluation via post-test questionnaires [ 20 ] or pre-defined rating scales [ 21 ], thus resulting in a subjective metric of the user immersion level or of the VR-induced stress. The latter is a bio-inspired approach based on the acquisition of physiological signals from the VR user, such as electroencephalography (EEG), heart rate (HR) and respiratory rate, facilitating real-time monitoring of QoE without subjective biases [ 19 ].…”
Section: Introductionmentioning
confidence: 99%
“…The way the user perceive the VR environment can be assessed explicitly or implicitly [ 19 ]: the former refers to QoE evaluation via post-test questionnaires [ 20 ] or pre-defined rating scales [ 21 ], thus resulting in a subjective metric of the user immersion level or of the VR-induced stress. The latter is a bio-inspired approach based on the acquisition of physiological signals from the VR user, such as electroencephalography (EEG), heart rate (HR) and respiratory rate, facilitating real-time monitoring of QoE without subjective biases [ 19 ]. In particular, there have been efforts to measure brain activity in order to understand QoE by using various types of EEG headsets [ 19 ], but their level of intrusiveness turned out to have a bad impact on the user’s QoE.…”
Section: Introductionmentioning
confidence: 99%
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