Delay threshold for social interaction in volumetric eXtended Reality communication

IF 5.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Carlos Cortés, Irene Viola, Jesús Gutiérrez, Jack Jansen, Shishir Subramanyam, Evangelos Alexiou, Pablo Pérez, Narciso García, Pablo César
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Abstract

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.

体积扩展现实通信中社交互动的延迟阈值
电子扩展现实(XR)等沉浸式技术是视频会议的下一个发展方向。在这种情况下,了解延迟对交流的影响至关重要。本文首次使用现实社交 XR 系统研究了延迟对协作任务的影响。具体来说,我们设计了一个实验,并评估了 300、600、900、1200 和 1500 毫秒的端到端延迟对执行标准化任务的影响,该任务涉及两个远程用户在虚拟空间中会面并构建基于块的图形的协作。为了测量延迟在这一通信场景中的影响,我们收集了客观和主观数据。作为客观数据,我们测量了执行任务所需的时间,并通过分析录制的音频信号计算了对话特征。作为主观数据,我们为每位用户准备并填写了一份问卷,以评估不同的因素,如整体质量、对延迟的感知、使用系统的烦恼、存在感、晕机感以及与社交互动相关的其他主观因素。结果表明,延迟对感知质量有明显的影响,随着延迟的增加,会产生显著的负面影响。具体而言,结果表明端到端延迟的可接受阈值不应超过 900 毫秒。这篇文章还为开发用于评估社交 XR 环境中互动的标准化 XR 任务提供了指导。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
8.50
自引率
5.90%
发文量
285
审稿时长
7.5 months
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.
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