Intersecting realms: a cross-disciplinary examination of VR quality of experience research

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-07-10 DOI:10.1007/s10055-024-01031-x
Aleksandra Zheleva, Lieven De Marez, Durk Talsma, Klaas Bombeke
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Abstract

The advent of virtual reality (VR) technology has necessitated a reevaluation of quality of experience (QoE) models. While numerous recent efforts have been dedicated to creating comprehensive QoE frameworks it seems that the majority of the factors studied as potential influencers of QoE are often limited to single disciplinary viewpoints or specific user-related aspects. Furthermore, the majority of literature reviews in this domain seem to have predominantly focused on academic sources, overlooking industry insights. To address these points, the current research took an interdisciplinary literature review approach to examine QoE literature covering both academic and industry sources from diverse fields (i.e., psychology, ergonomics, user experience, communication science, and engineering). Based on this rich dataset, we created a QoE model that illustrated 252 factors grouped into four branches - user, system, context, and content. The main finding of this review emphasized the substantial gap in the current research landscape, where complex interactions among user, system, context, and content factors in VR are overlooked. The current research not only identified this crucial disparity in existing QoE studies but also provided a substantial online repository of over 200 QoE-related factors. The repository serves as an indispensable tool for future researchers aiming to construct a more holistic understanding of QoE.

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交叉领域:VR 体验质量研究的跨学科考察
虚拟现实(VR)技术的出现要求对体验质量(QoE)模型进行重新评估。虽然最近有许多人致力于创建全面的 QoE 框架,但作为 QoE 潜在影响因素的大多数研究因素似乎往往局限于单一学科观点或与用户相关的特定方面。此外,该领域的大多数文献综述似乎主要集中在学术方面,忽略了行业方面的见解。为了解决这些问题,目前的研究采用了跨学科文献综述的方法,对来自不同领域(如心理学、人体工程学、用户体验、通信科学和工程学)的学术和行业 QoE 文献进行了研究。基于这一丰富的数据集,我们创建了一个 QoE 模型,其中包含 252 个因素,分为用户、系统、情境和内容四个分支。本综述的主要发现强调了当前研究领域存在的巨大差距,即在虚拟现实中,用户、系统、情境和内容因素之间的复杂互动被忽视了。当前的研究不仅发现了现有 QoE 研究中存在的这一重要差异,还提供了一个包含 200 多个 QoE 相关因素的大型在线资源库。该资源库是未来研究人员构建更全面的 QoE 理解不可或缺的工具。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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