Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César
{"title":"体积扩展现实通信中社交互动的延迟阈值","authors":"Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César","doi":"10.1145/3651164","DOIUrl":null,"url":null,"abstract":"<p>Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This paper presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1200, and 1500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analysing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article, additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments.</p>","PeriodicalId":50937,"journal":{"name":"ACM Transactions on Multimedia Computing Communications and Applications","volume":"32 1","pages":""},"PeriodicalIF":5.2000,"publicationDate":"2024-03-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Delay threshold for social interaction in volumetric eXtended Reality communication\",\"authors\":\"Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César\",\"doi\":\"10.1145/3651164\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This paper presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1200, and 1500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analysing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article, additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments.</p>\",\"PeriodicalId\":50937,\"journal\":{\"name\":\"ACM Transactions on Multimedia Computing Communications and Applications\",\"volume\":\"32 1\",\"pages\":\"\"},\"PeriodicalIF\":5.2000,\"publicationDate\":\"2024-03-06\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Multimedia Computing Communications and Applications\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://doi.org/10.1145/3651164\",\"RegionNum\":3,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMPUTER SCIENCE, INFORMATION SYSTEMS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Multimedia Computing Communications and Applications","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/3651164","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
Delay threshold for social interaction in volumetric eXtended Reality communication
Immersive technologies like eXtended Reality (XR) are the next step in videoconferencing. In this context, understanding the effect of delay on communication is crucial. This paper presents the first study on the impact of delay on collaborative tasks using a realistic Social XR system. Specifically, we design an experiment and evaluate the impact of end-to-end delays of 300, 600, 900, 1200, and 1500 ms on the execution of a standardized task involving the collaboration of two remote users that meet in a virtual space and construct block-based shapes. To measure the impact of the delay in this communication scenario, objective and subjective data were collected. As objective data, we measured the time required to execute the tasks and computed conversational characteristics by analysing the recorded audio signals. As subjective data, a questionnaire was prepared and completed by every user to evaluate different factors such as overall quality, perception of delay, annoyance using the system, level of presence, cybersickness, and other subjective factors associated with social interaction. The results show a clear influence of the delay on the perceived quality and a significant negative effect as the delay increases. Specifically, the results indicate that the acceptable threshold for end-to-end delay should not exceed 900 ms. This article, additionally provides guidelines for developing standardized XR tasks for assessing interaction in Social XR environments.
期刊介绍:
The ACM Transactions on Multimedia Computing, Communications, and Applications is the flagship publication of the ACM Special Interest Group in Multimedia (SIGMM). It is soliciting paper submissions on all aspects of multimedia. Papers on single media (for instance, audio, video, animation) and their processing are also welcome.
TOMM is a peer-reviewed, archival journal, available in both print form and digital form. The Journal is published quarterly; with roughly 7 23-page articles in each issue. In addition, all Special Issues are published online-only to ensure a timely publication. The transactions consists primarily of research papers. This is an archival journal and it is intended that the papers will have lasting importance and value over time. In general, papers whose primary focus is on particular multimedia products or the current state of the industry will not be included.