TY - GEN
T1 - A QoE evaluation of immersive augmented and virtual reality speech & language assessment applications
AU - Keighrey, Conor
AU - Flynn, Ronan
AU - Murray, Siobhan
AU - Murray, Niall
N1 - Publisher Copyright:
© 2017 IEEE.
PY - 2017/6/30
Y1 - 2017/6/30
N2 - The availability of affordable head-mounted displays has resulted in renewed interest in augmented reality (AR) and virtual reality (VR). This in turn has led to research into users' perceptions of quality in AR and VR environments. In this paper, the authors report the results of an experimental study that compared the user quality of experience (QoE) of an interactive and immersive speech and language assessment implemented in both AR and VR. To the best of the authors' knowledge, this is the first work that compares user QoE of VR and AR applications, in particular with a focus on applications in the speech and language domain. Subjective and objective data was captured to assess a user's QoE. Objective data, such as heart rate and electrodermal activity (EDA) was collected using consumer electronic devices such as the Fitbit and the PIP biosensor. Subjective data was captured using a user's self-reported ratings in a post-test questionnaire. The findings of this study demonstrate similar QoE ratings for both the AR and VR environments. The findings also suggest that users acclimatized to the AR environment more quickly than the VR environment.
AB - The availability of affordable head-mounted displays has resulted in renewed interest in augmented reality (AR) and virtual reality (VR). This in turn has led to research into users' perceptions of quality in AR and VR environments. In this paper, the authors report the results of an experimental study that compared the user quality of experience (QoE) of an interactive and immersive speech and language assessment implemented in both AR and VR. To the best of the authors' knowledge, this is the first work that compares user QoE of VR and AR applications, in particular with a focus on applications in the speech and language domain. Subjective and objective data was captured to assess a user's QoE. Objective data, such as heart rate and electrodermal activity (EDA) was collected using consumer electronic devices such as the Fitbit and the PIP biosensor. Subjective data was captured using a user's self-reported ratings in a post-test questionnaire. The findings of this study demonstrate similar QoE ratings for both the AR and VR environments. The findings also suggest that users acclimatized to the AR environment more quickly than the VR environment.
KW - Aphasia
KW - Augmented Reality
KW - Objective Evaluation
KW - Physiological Measures
KW - Quality of Experience
KW - Speech & Language Assessment
KW - Subjective Evaluation
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85026733743&partnerID=8YFLogxK
U2 - 10.1109/QoMEX.2017.7965656
DO - 10.1109/QoMEX.2017.7965656
M3 - Conference contribution
AN - SCOPUS:85026733743
T3 - 2017 9th International Conference on Quality of Multimedia Experience, QoMEX 2017
BT - 2017 9th International Conference on Quality of Multimedia Experience, QoMEX 2017
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 9th International Conference on Quality of Multimedia Experience, QoMEX 2017
Y2 - 29 May 2017 through 2 June 2017
ER -