Quantifying the Quality of Immersive Experiences

B. Prabhakaran
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Abstract

Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but these are limited by the subjective observations due to: (i) a user's bias in grading their experience (some are more critical than others); (ii) user's interest and concentration throughout the task; (iii) ease of use and comfort level of the interaction interfaces, (iv) task duration, (v) user fatigue when tested for different scenarios such as different network conditions, and (vi) importance of the application. The most commonly used subjective method for quality measurement is the Mean Opinion Score (MOS). MOS is standardized in the ITU-T (International Telecommunications Union) recommendations [6], and it is defined as a numeric value going from 1 to 5 (i.e. poor to excellent). The objective approach consists of measuring the QoE by monitoring the network technical parameters or the network Quality of Service (QoS), such as throughput, delay, and packet loss. Most of the research on objective approaches for QoS-QoE mapping have focused on video streaming [4]. For instance, it is assumed that video QoE is affected by three key network parameters: loss, delay, and jitter [2, 3]. Long jitter influences discontinuity and additional packet loss, whereas packet delays are related to buffering time. Hence, video streaming QoE is considered as a function of these two application specific metrics: buffering time (BT) and streaming video discontinuity (SVD). It is obvious that such objective QoS-QoE mapping strategies cannot be directly applied for immersive environments. Hence, in this talk, we address two related questions: (1) Can we identify metrics that can objectively quantify the performance of an immersive environment? (2) Can we use the above objective performance metrics to understand the possible user QoE without the need for subjective user study or with minimal user study? We start with different examples of immersive environments such as haptic-enabled applications, mirror therapy, and serious games [7, 11, 12, 13, and 14]. We discuss what metrics are influenced by different system parameters such as processing power, and network QoS. Then, we present some of our preliminary work on understanding users' QoE through these metrics [7, 8, 9, and 10].
量化沉浸式体验的质量
心理测量评估通常用于理解使用增强/混合/虚拟现实产生的沉浸式环境的体验质量(QoE)。通常情况下,这些主观评价是从终端用户的角度进行的,但由于以下原因,这些主观评价受到限制:(i)用户对其体验评分的偏见(有些人比其他人更重要);(ii)用户在整个任务过程中的兴趣和注意力;(iii)交互界面的易用性和舒适度;(iv)任务持续时间;(v)在不同场景(如不同网络条件)下测试时的用户疲劳程度;以及(vi)应用程序的重要性。质量测量最常用的主观方法是平均意见评分(MOS)。MOS在ITU-T(国际电信联盟)建议中进行了标准化[6],它被定义为从1到5的数值(即从差到优)。客观方法包括通过监控网络技术参数或网络服务质量(QoS)(如吞吐量、延迟和丢包)来测量QoE。大多数关于QoS-QoE映射的客观方法的研究都集中在视频流上[4]。例如,假设视频QoE受到三个关键网络参数的影响:丢失、延迟和抖动[2,3]。长抖动影响不连续和额外的数据包丢失,而数据包延迟与缓冲时间有关。因此,视频流QoE被认为是这两个特定于应用程序的指标的函数:缓冲时间(BT)和视频流不连续(SVD)。显然,这种客观的QoS-QoE映射策略不能直接应用于沉浸式环境。因此,在本次演讲中,我们将讨论两个相关的问题:(1)我们能否确定能够客观量化沉浸式环境性能的指标?(2)我们是否可以在不需要主观用户研究或最少用户研究的情况下,使用上述客观性能指标来理解可能的用户QoE ?我们从沉浸式环境的不同例子开始,如触觉应用、镜像疗法和严肃游戏[7,11,12,13,14]。我们讨论了哪些指标受到不同系统参数(如处理能力和网络QoS)的影响。然后,我们通过这些指标[7、8、9和10]介绍了我们在理解用户QoE方面的一些初步工作。
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