dc.contributor.author | Keighery, Conor | |
dc.contributor.author | Flynn, Ronan | |
dc.contributor.author | Murray, Siobhan | |
dc.contributor.author | Brennan, Sean | |
dc.contributor.author | Murray, Niall | |
dc.date.accessioned | 2019-04-18T14:19:47Z | |
dc.date.available | 2019-04-18T14:19:47Z | |
dc.date.copyright | 2017 | |
dc.date.issued | 2017 | |
dc.identifier.citation | Feighery, Conor et al (2017). Comparing user QoE via physiological and interaction measurements of immersive AR and VR speech and language therapy applications. ACM Multimedia 2017, October 23-27 Mountainview, CA, USA. DOI: 10.1145/3126686.3126747 | en_US |
dc.identifier.isbn | 9781450354165 | |
dc.identifier.uri | https://research.thea.ie/handle/20.500.12065/2638 | |
dc.description | Conference Paper | |
dc.description.abstract | Virtual reality (VR)1and augmented reality (AR) applications are
gaining significant attention in industry and academia as potential
avenues to support truly immersive and interactive multimedia
experiences. Understanding the user perceived quality of
immersive multimedia experiences is critical to the success of
these technologies. However, this is a multidimensional and
multifactorial problem. The user quality of experience (QoE) is
influenced by human, context and system factors. Attempts to
understand QoE via multimedia quality assessment has typically
involved users reporting their experiences via post-test questionnaires. More recently, efforts have been made to
automatically collect objective metrics that can quantitatively
reflect user QoE in terms of physiological measurement methods.
In this context, this paper presents a novel comparison of
objective quality measures of immersive AR and VR applications
through physiological: (electrodermal activity (EDA) and heart
rate (HR)); and interaction (response times (RT), incorrect
responses, and miss-click) metrics. The analysis shows
consistency in terms of physiological ratings and miss-click
metrics between the AR and VR groups. Interestingly, the AR
group reported lower response times and less incorrect responses
compared to the VR group. The difference between the AR and
VR groups was statistically significant for the incorrect response
metric and in 45.5% of the cases tested for response times metric,
they were statistically significant with 95% confidence levels. | en_US |
dc.format | PDF | en_US |
dc.language.iso | en | en_US |
dc.publisher | ACM | en_US |
dc.relation.ispartof | ACM Multimedia 2017 | en_US |
dc.rights | Attribution-NonCommercial-NoDerivs 3.0 Ireland | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ie/ | * |
dc.subject | Interactive multimedia | en_US |
dc.subject | Augmented reality | en_US |
dc.subject | Human-centred computing | en_US |
dc.subject | User interfaces (Computer systems) | en_US |
dc.title | Comparing user QoE via physiological and interaction measurements of immersive AR and VR speech and language therapy applications. | en_US |
dc.type | Book chapter | en_US |
dc.description.peerreview | yes | en_US |
dc.identifier.orcid | https://orcid.org/0000-0002-5919-0596 | |
dc.rights.access | Open Access | en_US |
dc.subject.department | Electronics, Computer & Software Engineering AIT | en_US |