Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but these are limited by the subjective observations due to: (i) a user's bias in grading their experience (some are more critical than others); (ii) user's interest and concentration throughout the task; (iii) ease of use and comfort level of the interaction interfaces, (iv) task duration, (v) user fatigue when tested for different scenarios such as different network conditions, and (vi) importance of the application. The most commonly used subjective method for quality measurement is the Mean Opinion Score (MOS). MOS is standardized in the ITU-T (International Telecommunications Union) recommendations [6], and it is defined as a numeric value going from 1 to 5 (i.e. poor to excellent). The objective approach consists of measuring the QoE by monitoring the network technical parameters or the network Quality of Service (QoS), such as throughput, delay, and packet loss. Most of the research on objective approaches for QoS-QoE mapping have focused on video streaming [4]. For instance, it is assumed that video QoE is affected by three key network parameters: loss, delay, and jitter [2, 3]. Long jitter influences discontinuity and additional packet loss, whereas packet delays are related to buffering time. Hence, video streaming QoE is considered as a function of these two application specific metrics: buffering time (BT) and streaming video discontinuity (SVD). It is obvious that such objective QoS-QoE mapping strategies cannot be directly applied for immersive environments. Hence, in this talk, we address two related questions: (1) Can we identify metrics that can objectively quantify the performance of an immersive environment? (2) Can we use the above objective performance metrics to understand the possible user QoE without the need for subjective user study or with minimal user study? We start with different examples of immersive environments such as haptic-enabled applications, mirror therapy, and serious games [7, 11, 12, 13, and 14]. We discuss what metrics are influenced by different system parameters such as processing power, and network QoS. Then, we present some of our preliminary work on understanding users' QoE through these metrics [7, 8, 9, and 10].
{"title":"Quantifying the Quality of Immersive Experiences","authors":"B. Prabhakaran","doi":"10.1145/3132361.3132368","DOIUrl":"https://doi.org/10.1145/3132361.3132368","url":null,"abstract":"Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but these are limited by the subjective observations due to: (i) a user's bias in grading their experience (some are more critical than others); (ii) user's interest and concentration throughout the task; (iii) ease of use and comfort level of the interaction interfaces, (iv) task duration, (v) user fatigue when tested for different scenarios such as different network conditions, and (vi) importance of the application. The most commonly used subjective method for quality measurement is the Mean Opinion Score (MOS). MOS is standardized in the ITU-T (International Telecommunications Union) recommendations [6], and it is defined as a numeric value going from 1 to 5 (i.e. poor to excellent). The objective approach consists of measuring the QoE by monitoring the network technical parameters or the network Quality of Service (QoS), such as throughput, delay, and packet loss. Most of the research on objective approaches for QoS-QoE mapping have focused on video streaming [4]. For instance, it is assumed that video QoE is affected by three key network parameters: loss, delay, and jitter [2, 3]. Long jitter influences discontinuity and additional packet loss, whereas packet delays are related to buffering time. Hence, video streaming QoE is considered as a function of these two application specific metrics: buffering time (BT) and streaming video discontinuity (SVD). It is obvious that such objective QoS-QoE mapping strategies cannot be directly applied for immersive environments. Hence, in this talk, we address two related questions: (1) Can we identify metrics that can objectively quantify the performance of an immersive environment? (2) Can we use the above objective performance metrics to understand the possible user QoE without the need for subjective user study or with minimal user study? We start with different examples of immersive environments such as haptic-enabled applications, mirror therapy, and serious games [7, 11, 12, 13, and 14]. We discuss what metrics are influenced by different system parameters such as processing power, and network QoS. Then, we present some of our preliminary work on understanding users' QoE through these metrics [7, 8, 9, and 10].","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"114 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128132924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Omnidirectional video is more and more widespread in consumer electronics and professional capture devices, as well over Internet via novel streaming services. Omnidirectional video requires a large streaming bandwidth. To date there is little knowledge about the subjective experience of streaming services of omnidirectional video. The aim of this paper is to present subjective assessment results of experiments using a tile-based streaming system for omnidirectional video with the goal of reducing the streaming bandwidth. The results we present show that it is possible to reduce streaming bit rates by an average of 44% for a subjective DMOS value of 4.5 for different content genres.
{"title":"Bandwidth Reduction of Omnidirectional Viewport-Dependent Video Streaming via Subjective Quality Assessment","authors":"I. Curcio, H. Toukomaa, Deepa Naik","doi":"10.1145/3132361.3132364","DOIUrl":"https://doi.org/10.1145/3132361.3132364","url":null,"abstract":"Omnidirectional video is more and more widespread in consumer electronics and professional capture devices, as well over Internet via novel streaming services. Omnidirectional video requires a large streaming bandwidth. To date there is little knowledge about the subjective experience of streaming services of omnidirectional video. The aim of this paper is to present subjective assessment results of experiments using a tile-based streaming system for omnidirectional video with the goal of reducing the streaming bandwidth. The results we present show that it is possible to reduce streaming bit rates by an average of 44% for a subjective DMOS value of 4.5 for different content genres.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"508 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131400581","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
It is our great pleasure to welcome you to the second edition of the ACM International Workshop on Multimedia Alternate Realities, AltMM 2017. Advances in multimedia technology, including hardware, software, and content format, have brought about increased computing capabilities to represent, process, interact, and communicate with/through media content with higher quality in multiple human sensory domains, including audio, visual, haptic, olfactory, and taste. Such advances have enabled the creation of immersive experiences that may involve the user in a different or augmented world, as an alternate reality. The AltMM workshop aims to bring together researchers and practitioners in both academia and industry to foster the creation of multimedia technology that allow users to access other worlds, to live other people's stories, to communicate with, or experience alternate realities. By exploring the meaning of alternate realness and the research questions for designing, creating, consuming, and evaluating alternate reality experience, AltMM serves as a unique international venue to foster the ideation of alternate realities based on immersive and interactive multimedia systems of the future. AltMM 2017 features a keynote by Professor Balakrishnan Prabhakaran from the University of Texas Dallas on quantifying the Quality of Immersive Experience. An esteemed researcher in the multimedia community, Professor Prabhakaran has contributed to the advances of immersive multimedia systems, including 3D tele-immersion and haptic-based interaction, with applications in healthcare. We are delighted to have Professor Prabhakaran as the keynote speaker at the workshop and we thank him for sharing his thoughts on the important issue of Quality of Immersive Experience with the attendees.
{"title":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","authors":"T. Chambel, Rene Kaiser, O. Niamut, Wei Tsang Ooi","doi":"10.1145/3132361","DOIUrl":"https://doi.org/10.1145/3132361","url":null,"abstract":"It is our great pleasure to welcome you to the second edition of the ACM International Workshop on Multimedia Alternate Realities, AltMM 2017. \u0000 \u0000Advances in multimedia technology, including hardware, software, and content format, have brought about increased computing capabilities to represent, process, interact, and communicate with/through media content with higher quality in multiple human sensory domains, including audio, visual, haptic, olfactory, and taste. Such advances have enabled the creation of immersive experiences that may involve the user in a different or augmented world, as an alternate reality. The AltMM workshop aims to bring together researchers and practitioners in both academia and industry to foster the creation of multimedia technology that allow users to access other worlds, to live other people's stories, to communicate with, or experience alternate realities. By exploring the meaning of alternate realness and the research questions for designing, creating, consuming, and evaluating alternate reality experience, AltMM serves as a unique international venue to foster the ideation of alternate realities based on immersive and interactive multimedia systems of the future. \u0000 \u0000AltMM 2017 features a keynote by Professor Balakrishnan Prabhakaran from the University of Texas Dallas on quantifying the Quality of Immersive Experience. An esteemed researcher in the multimedia community, Professor Prabhakaran has contributed to the advances of immersive multimedia systems, including 3D tele-immersion and haptic-based interaction, with applications in healthcare. We are delighted to have Professor Prabhakaran as the keynote speaker at the workshop and we thank him for sharing his thoughts on the important issue of Quality of Immersive Experience with the attendees.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133879192","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Darragh Egan, Conor Keighrey, John Barrett, Yuansong Qiao, Sean Brennan, C. Timmerer, Niall Murray
Recent research efforts have reported findings on user Quality of Experience (QoE) of immersive virtual reality (VR) experiences. Truly immersive multimedia experiences also include multisensory components such as factional, tactile etc., in addition to audiovisual stimuli. In this context, this paper reports the results of a user QoE study of an olfaction-enhanced immersive VR environment. The results presented compare the user QoE between two groups (VR vs VR + Olfaction) and consider how the addition of olfaction affected user QoE levels (considering sense of enjoyment, immersion and discomfort). Self-reported measures via post-test questionnaire (10 questions) only revealed one statistically significant difference between the groups; in terms of how users felt with respect to their senses being stimulated. The presence of olfaction in the VR environment did not have a statistically significant effect in terms of user levels of enjoyment, immersion and discomfort.
最近的研究工作报道了沉浸式虚拟现实(VR)体验的用户体验质量(QoE)的发现。真正的沉浸式多媒体体验除了视听刺激外,还包括多感官成分,如派系、触觉等。在此背景下,本文报告了嗅觉增强沉浸式VR环境的用户QoE研究结果。所呈现的结果比较了两组用户的QoE (VR vs VR +嗅觉),并考虑了添加嗅觉如何影响用户的QoE水平(考虑了享受感、沉浸感和不适感)。通过测试后问卷(10个问题)的自我报告测量仅显示组间有统计学显著差异;就用户对感官刺激的感受而言。在VR环境中,嗅觉的存在对用户的享受程度、沉浸感和不适程度没有统计学上的显著影响。
{"title":"Subjective Evaluation of an Olfaction Enhanced Immersive Virtual Reality Environment","authors":"Darragh Egan, Conor Keighrey, John Barrett, Yuansong Qiao, Sean Brennan, C. Timmerer, Niall Murray","doi":"10.1145/3132361.3132363","DOIUrl":"https://doi.org/10.1145/3132361.3132363","url":null,"abstract":"Recent research efforts have reported findings on user Quality of Experience (QoE) of immersive virtual reality (VR) experiences. Truly immersive multimedia experiences also include multisensory components such as factional, tactile etc., in addition to audiovisual stimuli. In this context, this paper reports the results of a user QoE study of an olfaction-enhanced immersive VR environment. The results presented compare the user QoE between two groups (VR vs VR + Olfaction) and consider how the addition of olfaction affected user QoE levels (considering sense of enjoyment, immersion and discomfort). Self-reported measures via post-test questionnaire (10 questions) only revealed one statistically significant difference between the groups; in terms of how users felt with respect to their senses being stimulated. The presence of olfaction in the VR environment did not have a statistically significant effect in terms of user levels of enjoyment, immersion and discomfort.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132157976","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper has identified three types of alternate reality experiences, namely, spatial immersion, emotional immersion, and social immersion, by providing their definitions, application scenarios and the QoE influencing factors. These QoE influencing factors include system factors, contextual factors, design factors, experiential factors, user factors, and media factors. Finally, we conclude by briefly discussing the rationale of formulating these QoE influencing factors in alternate reality experiences.
{"title":"Quality of Alternate Reality Experience and Its QoE Influencing Factors","authors":"Chenyan Zhang, A. S. Hoel, A. Perkis","doi":"10.1145/3132361.3132365","DOIUrl":"https://doi.org/10.1145/3132361.3132365","url":null,"abstract":"This paper has identified three types of alternate reality experiences, namely, spatial immersion, emotional immersion, and social immersion, by providing their definitions, application scenarios and the QoE influencing factors. These QoE influencing factors include system factors, contextual factors, design factors, experiential factors, user factors, and media factors. Finally, we conclude by briefly discussing the rationale of formulating these QoE influencing factors in alternate reality experiences.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114280986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives -- for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.
{"title":"Towards Creating a Body of Evidence-based Interactive Digital Narrative Design Knowledge: Approaches and Challenges","authors":"Christian Roth, H. Koenitz","doi":"10.1145/3132361.3133942","DOIUrl":"https://doi.org/10.1145/3132361.3133942","url":null,"abstract":"In the context of this paper we take design knowledge as the methods applied by the creators (for example game designers in the case of games) of interactive experiences in contrast to for example the design of authoring tools or the design of game engines and similar computational systems. Such knowledge about rule-based game design is widespread as evidenced by numerous book publications and many university-level programs of study. In contrast, there is considerable less academic or professional knowledge on the design of interactive narratives -- for example, book publications focused on this topic number in the single digits and in academic programs the topic only exists on the margins. This paper proposes the use of empirical research methods as means to address this situation and examines specific challenges. On this foundation, we introduce a research effort to gather transferable interactive narrative design knowledge and report on a first user study. Finally, we provide guidelines and discuss future research.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121931151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
W. V. D. Broeck, Pau Pamplona, Sergi Fernández Langa
This paper discusses the results of a closed lab pilot test featuring a documentary on a football school in Porto. The documentary was displayed as regular directed TV-content on an HD TV-screen and participants could use a Samsung Gear VR HMD and a tablet to watch it in 360°. 27 participants participated in the test and testing took place with individual viewers and in teams of 2. The aim of the lab test was to investigate how people would make use of this multi-device set-up (which devices do they use, length of the interaction, do they stand or sit down) and whether they consider this a social experience. Also, the influence of the 360° experience on the storyline was questioned. Each session was observed and afterwards an interview took place to discuss the experience. Respondents were rather enthusiastic about this experience. Even though the HMD tends to isolate people, it was still considered a social experience and people talked about the content and the experience. A main limitation of the set-up was the difference in audiovisual quality between the content on TV and the content on the VR and the tablet, which was not in HD.
{"title":"Developing a Multi-Device Immersive TV-Experience: User Expectations and Practices","authors":"W. V. D. Broeck, Pau Pamplona, Sergi Fernández Langa","doi":"10.1145/3132361.3132362","DOIUrl":"https://doi.org/10.1145/3132361.3132362","url":null,"abstract":"This paper discusses the results of a closed lab pilot test featuring a documentary on a football school in Porto. The documentary was displayed as regular directed TV-content on an HD TV-screen and participants could use a Samsung Gear VR HMD and a tablet to watch it in 360°. 27 participants participated in the test and testing took place with individual viewers and in teams of 2. The aim of the lab test was to investigate how people would make use of this multi-device set-up (which devices do they use, length of the interaction, do they stand or sit down) and whether they consider this a social experience. Also, the influence of the 360° experience on the storyline was questioned. Each session was observed and afterwards an interview took place to discuss the experience. Respondents were rather enthusiastic about this experience. Even though the HMD tends to isolate people, it was still considered a social experience and people talked about the content and the experience. A main limitation of the set-up was the difference in audiovisual quality between the content on TV and the content on the VR and the tablet, which was not in HD.","PeriodicalId":221843,"journal":{"name":"Proceedings of the 2nd International Workshop on Multimedia Alternate Realities","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122282925","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}