56 research outputs found

    A survey on Quality of Experience of Virtual and Augmented Reality environments

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    Οι εφαρμογές εικονικής και επαυξημένης πραγματικότητας αποτελούν μια νέα και πολλά υποσχόμενη τεχνολογία, με εφαρμογές στην ιατρική, την εκπαίδευση, τα βιντεοπαιχνίδια, το ηλεκτρονικό εμπόριο και πολλές άλλες. Αυτή η τεχνολογία θέτει μια νέα πρόκληση για τους σχεδιαστές εφαρμογών, καθώς και για τους παρόχους υπηρεσιών δικτύου, επειδή είναι εντατική ως προς τους απαιτούμενους πόρους ώστε να είναι σε θέση να παρέχει συναρπαστική εμπειρία στους χρήστες της. Αυτή η πρόκληση γίνεται ακόμη πιο δύσκολη στα δίκτυα κινητής τηλεφωνίας, λόγω παραγόντων που είναι δύσκολο να μοντελοποιηθούν και να προβλεφθούν, όπως η κινητικότητα, η στρατηγική μεταβίβασης και η κατανομή πόρων. Αυτή η διπλωματική φιλοδοξεί να παράσχει μια ανασκόπηση των τεχνικών και μεθόδων εκτίμησης της ποιότητας της εμπειρίας (QoE) και των μεθόδων που έχουν αναπτυχθεί γύρω από αυτές τις εφαρμογές. Στην πρώτη ενότητα, εξετάζουμε τις στρατηγικές παροχής QoE για εφαρμογές εικονικής πραγματικότητας. Αυτή η ενότητα εξετάζει αρκετές περιπτώσεις εφαρμογών εικονικής πραγματικότητας, όπως ένα λογισμικό προσομοίωσης βαρέων μηχανημάτων, μια εκπαιδευτική εφαρμογή και άλλες ψηφιακές εφαρμογές εμβύθισης. Το εύρος και η ποικιλία των εφαρμογών και των μεθόδων εκτίμησης της ποιότητας της εμπειρίας οδηγούν σε αντικρουόμενα συμπεράσματα σχετικά με τις μεθόδους αξιολόγησης QoE. Στην επόμενη ενότητα αναφερόμαστε σε εφαρμογές επαυξημένης πραγματικότητας, και πάλι με μια αναφορά σε μια μεγάλη ποικιλία εφαρμογών, όπως ένας βοηθός επαυξημένης πραγματικότητας, βιντεοπαιχνίδια επαυξημένης πραγματικότητας και άλλες ψηφιακές εφαρμογές. Τα συμπεράσματα σε αυτήν την ενότητα είναι πιο ισχυρά και τα συναισθήματα των ανθρώπων μπορούν να σχηματίσουν πιο ουσιαστικά πορίσματα. Στην τελευταία ενότητα διερευνούμε την QoE σε εφαρμογές εικονικής και επαυξημένης πραγματικότητας για κινητές συσκευές και κινητά δίκτυα. Σε αυτό το μέρος ασχολούμαστε με πιο τεχνικές πτυχές όπως η διαχείριση της κινητικότητας, οι στρατηγικές μεταβίβασης και οι αλγόριθμοι κατανομής πόρων και ο αντίκτυπος που έχουν αυτοί στην εμπειρία των χρηστών.Virtual and augmented reality applications constitute a new and promising technology, with applications in medicine, education, gaming, e-commerce and many more. This technology poses a new challenge to application designers, as well as network service providers, because it is resource intensive in order to be able to provide the immersive experience to its users. This task becomes even more challenging in mobile networks, due to factors that are difficult to be modeled and predicted, such as mobility, handoff strategy and resource allocation. This thesis aspires to provide a review of Quality of Experience (QoE) estimation and provision techniques and methods that have been developed around these applications. In the first section, we review QoE provisioning strategies for virtual reality applications. This section examines some corner cases of augmented reality applications, such as a heavy machinery simulation software, an educational application, and many digital immersive applications. The scope and diversity of applications and implementation methods lead to some conflicting conclusions in relation to QoE evaluation methods. In the next section we refer to augmented reality applications, again with a reference to a wide variety of applications such as an augmented reality task assistant, augmented reality video games and digital immersive applications. The conclusions in this section are more robust and peoples’ feelings can form more meaningful aggregations. In the last section we investigate the QoE in virtual and augmented reality applications when these applications are implemented in mobile devices. Τhis part is concerned with more technical aspects such as mobility management, handoff strategies and resource allocation algorithms and their impact on users’ experience

    Evaluation of cybersickness in virtual reality in driving simulator

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    Virtual reality (VR) devices are becoming a more popular and widespread tool for learning, gaming and entertainment purposes. One of familiar problems of emerging in VR is side effect known as cybersickness, which can be a nuisance for consumers of VR content. This occurrence can be explained as visual and vestibular conflict. The problem with cybersickness lies within the fact that the body is stationary, but eyes perceive motion in virtual reality, also known as vection. Cybersickness symptoms that often occur include blurred vision, headache, vertigo, upset stomach and other. Aim of this research is to observe changes in cybersickness symptoms in two tested conditions (2D display and VR). In this paper, subjective and objective metric of evaluation regarding cybersickness in VR driving simulation are used. Subjective metric is survey and objective metric is electroencephalogram (EEG). Results of the survey indicate which symptoms of cybersickness are more pronounced during driving in virtual environment compared with classic 2D screen experience. Statistically significant difference was found for 6 variables, which include vertigo, blurred vision and headache. Objective metric showed that highest average beta wave was in VR setting, as well as beta/alpha ratio, which is associated with stress and excitement

    Using eye tracking and heart-rate activity to examine crossmodal correspondences QoE in Mulsemedia

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    Different senses provide us with information of various levels of precision and enable us to construct a more precise representation of the world. Rich multisensory simulations are thus beneficial for comprehension, memory reinforcement, or retention of information. Crossmodal mappings refer to the systematic associations often made between different sensory modalities (e.g., high pitch is matched with angular shapes) and govern multisensory processing. A great deal of research effort has been put into exploring cross-modal correspondences in the field of cognitive science. However, the possibilities they open in the digital world have been relatively unexplored. Multiple sensorial media (mulsemedia) provides a highly immersive experience to the users and enhances their Quality of Experience (QoE) in the digital world. Thus, we consider that studying the plasticity and the effects of cross-modal correspondences in a mulsemedia setup can bring interesting insights about improving the human computer dialogue and experience. In our experiments, we exposed users to videos with certain visual dimensions (brightness, color, and shape), and we investigated whether the pairing with a cross-modal matching sound (high and low pitch) and the corresponding auto-generated vibrotactile effects (produced by a haptic vest) lead to an enhanced QoE. For this, we captured the eye gaze and the heart rate of users while experiencing mulsemedia, and we asked them to fill in a set of questions targeting their enjoyment and perception at the end of the experiment. Results showed differences in eye-gaze patterns and heart rate between the experimental and the control group, indicating changes in participants’ engagement when videos were accompanied by matching cross-modal sounds (this effect was the strongest for the video displaying angular shapes and high-pitch audio) and transitively generated cross-modal vibrotactile effects.<?vsp -1pt?

    How Do We Experience Crossmodal Correspondent Mulsemedia Content?

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    Sensory studies emerged as a significant influence upon Human Computer Interaction and traditional multimedia. Mulsemedia is an area that extends multimedia addressing issues of multisensorial response through the combination of at least three media, typically a non-traditional media with traditional audio-visual content. In this paper, we explore the concepts of Quality of Experience and crossmodal correspondences through a case study of different types of mulsemedia setups. The content is designed following principles of crossmodal correspondence between different sensory dimensions and delivered through olfactory, auditory and vibrotactile displays. The Quality of Experience is evaluated through both subjective (questionnaire) and objective means (eye gaze and heart rate). Results show that the auditory experience has an influence on the olfactory sensorial responses and lessens the perception of lingering odor. Heat maps of the eye gazes suggest that the crossmodality between olfactory and visual content leads to an increased visual attention on the factors of the employed crossmodal correspondence (e.g., color, brightness, shape)

    The influence of human factors on 360∘ mulsemedia QoE

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    Quality of Experience (QoE) is indelibly linked to the human side of the multimedia experience. Surprisingly, however, there is a paucity of research which explores the impact that human factors has in determining QoE. Whilst this is true of multimedia, it is even more starkly so as far as mulsemedia - applications that involve media engaging three or more of human senses - is concerned. Hence, in the study reported in this paper, we focus on an exciting subset of mulsemedia applications - 360∘ mulsemedia - particularly important given that the upcoming 5G technology is foreseen to be a key enabler for the proliferation of immersive Virtual Reality (VR) applications. Accordingly, we study the impact that human factors such as gender, age, prior computing experience, and smell sensitivity have on 360∘ mulsemedia QoE. Results showed insight into the potential of 360∘ mulsemedia to inspire and to enrich experiences for Generation Z - a generation empowered by rapidly advancing technology. Patterns of prior media usage and smell sensitivity play also an important role in influencing the QoE evaluation - users who have a preference for dynamic videos enjoy and find realistic the 360∘ mulsemedia experiences

    Psychophysiology-based QoE assessment : a survey

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    We present a survey of psychophysiology-based assessment for quality of experience (QoE) in advanced multimedia technologies. We provide a classification of methods relevant to QoE and describe related psychological processes, experimental design considerations, and signal analysis techniques. We summarize multimodal techniques and discuss several important aspects of psychophysiology-based QoE assessment, including the synergies with psychophysical assessment and the need for standardized experimental design. This survey is not considered to be exhaustive but serves as a guideline for those interested to further explore this emerging field of research

    Audio subtitling and subtitling : a comparison of their emotional effect on blind / partially sighted and sighted users

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    Audio subtitling (AST) is a media accessibility service that allows for people who are blind, partially sighted or with any reading disability to access written subtitles in their aural form. Despite the existing literature on other media accessibility services such as audio description, the way written subtitles compare to orally delivered subtitles has not been researched. In this study, a group of 42 blind and partially sighted participants and a group of 42 sighted participants watched the same three video clips. Two of them pictured two emotions (sadness and fear) and the third was emotionally neutral. The clips were prepared with subtitles or audio subtitles, according to the target participants. The emotional effect of the clips was measured in two ways: with self-reports, by completing after each clip the SAM questionnaire (Bradley & Lang, 1994); and with psychophysiological measures: electrodermal activity (EDA) and heart rate (HR), that were recorded while participants watched each clip. The analyses of the data obtained in both experiments indicate that self-report measures revealed similar experiences for both blind and sighted participants, differentiating between valence (negative for fear and sadness, but not for neutral) and arousal (deemed higher for fear than for sadness and neutral). Data from EDA and HR measures are less conclusive
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