A Physiology-Based QoE Comparison of Interactive Augmented Reality, Virtual Reality and Tablet-Based Applications

Research output: Contribution to journalArticlepeer-review

44 Citations (Scopus)

Abstract

The availability of affordable head-mounted display technology has facilitated new, potentially more immersive, interactive multimedia experiences. These technologies were traditionally focused on entertainment; however, academia and industry are now exploring applications in other domains such as health, learning and training. Key to the success of these new multimedia experiences is the understanding of a user's perceived quality of experience (QoE). Subjective user ratings have been the primary mechanism to capture insights into a user's experience. Such ratings have generally been captured post experience and reflected using a mean opinion score (MOS). However, user perception is multifactorial and subjective ratings alone do not express the true measure of an experience. As a result, recent efforts to capture QoE have included exploring the use of implicit metrics (e.g., physiological measures). This article presents the results of an experimental QoE evaluation and comparison of immersive applications delivered across three multimedia platforms. The platforms compared were augmented reality, tablet and virtual reality. The QoE methodology employed considered explicit (post-test questionnaire) and implicit (heart rate and electrodermal activity) assessment methods. The results indicate comparatively higher levels of QoE for users of the augmented reality and tablet platforms.

Original languageEnglish
Article number9042281
Pages (from-to)333-341
Number of pages9
JournalIEEE Transactions on Multimedia
Volume23
DOIs
Publication statusPublished - 2021

Keywords

  • Quality of experience
  • aphasia
  • augmented reality
  • physiological
  • speech language pathology
  • virtual reality

Fingerprint

Dive into the research topics of 'A Physiology-Based QoE Comparison of Interactive Augmented Reality, Virtual Reality and Tablet-Based Applications'. Together they form a unique fingerprint.

Cite this