评估多媒体QoE的持续挑战

A. Silveira, Celso A. S. Santos
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引用次数: 4

摘要

多媒体应用通常仅限于刺激人类的两种感官:视觉和听觉。最近的研究试图扩大多媒体应用的定义,以包括对其他人类感官的刺激。通过这种方式,应该与呈现的视听内容同步触发的感官效果被包含在应用程序中。通过在多媒体中加入感官效果,我们的目标是提高这些多媒体环境的体验质量(QoE)。通常,有两种方法用于执行这些环境的QoE评估。第一种是比较常见的主观评价方法,即通过问卷调查、询问、口头回答等。第二种方法虽然不多见,但越来越多,它使用客观的方法,在处理被评估的系统时,从用户那里收集生理数据。这些数据是否实时收集,但是,它被认为是客观的,因为它是“非自愿的”,即数据不是用户意图的结果。本文将讨论这两种评估质量质量的方法,以及在处理多媒体系统时各自的障碍。
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Ongoing Challenges of Evaluating Mulsemedia QoE
Multimedia applications are usually limited to stimulating only two human senses: vision and hearing. Recent studies seek to expand the definition of multimedia applications to include stimuli for other human senses. In this way, sensory effects that should be triggered in synchrony with the audiovisual content being presented are included in the applications. By including sensory effects in multimedia, we aim to improve the Quality of Experience (QoE) with these mulsemedia environments. Usually, two approaches are being used for performing QoE evaluations these environments. The first, more common, is performed by subjective evaluation approaches, i.e. through questionnaires, interrogations, oral responses, etc. The second, rarer but growing, uses objective approaches by collecting physiological data from the user when dealing with the system being evaluated. Such data is gathered in real time or not, however, it is considered objective because it is "involuntary", that is, data is not the result of the user’s intention. This paper will address both the these methods to evaluate QoE and what the respective obstacles are when dealing with in mulsemedia systems.
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