skip to main content
10.1145/3126686.3126747acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article

Comparing User QoE via Physiological and Interaction Measurements of Immersive AR and VR Speech and Language Therapy Applications

Published:23 October 2017Publication History

ABSTRACT

Virtual reality (VR) and 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.

References

  1. C. Timmerer, M. Waltl, R. Benjamin and N. Murray, "Sensory Experience: Quality of Experience beyond Audio-Visual," in Quality of Experience: Advanced Concepts, Applications and Methods, Springer, 2014, pp. 351--365.Google ScholarGoogle Scholar
  2. J. Steuer, "Defining Virtual Reality: Dimensions Determining Telepresence," Journal of Communication, vol. 42, no. 4, pp. 73--93, 1992.Google ScholarGoogle ScholarCross RefCross Ref
  3. R. Azuma, Y. Baillot, S. Feiner, S. Julier, B. MacIntyre and R. Behringer, "Recent Advances in Augmented Reality," IEEE Computer Graphics and Applications, vol. 21, no. 6, pp. 34--47, 2001. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. S. Möller and A. Raake, "Quality and Quality of Experiance," in Quality of Experience: Advanced Concepts, Applications and Methods, Springer, 2014, p. 19.Google ScholarGoogle Scholar
  5. J. Puig, A. Perkis, F. Lindseth and T. Ebrahimi, "Towards an Efficient Methodology for Evaluation of Quality of Experience in Augmented Reality," in Quality of Multimedia Experience (QoMEX), 2012.Google ScholarGoogle Scholar
  6. J. Cha, M. Eid, A. Barghout, A. M. Rahm and A. El Saddik, "HugMe: Synchronous Haptic Teleconferencing," in ACM international conference on Multimedia, 2009. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. M. Obrist, C. Velasco, C. Vi, N. Ranasinghe, A. Israr, A. Cheok, C. Spence and P. Gopalakrishnakone, "Sensing the future of HCI: touch, taste, and smell user interfaces," Sussex Research Online, 2016.Google ScholarGoogle Scholar
  8. A. Drachen, L. E. Nacke, G. Yannakakis and A. L. Pedersen, "Correlation between Heart Rate, Electrodermal Activity and Player Experience," in SIGGRAPH Symposium on Video Games, 2010. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. T. Hoßfeld, R. Schatz and S. Egger, "SOS: The Mos Is Not Enough!," in Quality of Multimedia Experience (QoMEX), 2011.Google ScholarGoogle Scholar
  10. E. Kroupi, P. Hanhart, J.-S. Lee, M. Rerabek and T. Ebrahimi, "Modeling Immersive Media Experiences by Sensing Impact on Subjects," Multimedia Tools and Applications, vol. 75, p. 12409--12429, 2016. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. U. Engelke, D. P. Darcy, G. H. Mulliken, S. Bosse, M. G. Martini, S. Arndt, J.-N. Antons, K. Y. Chat, N. Ramzan and K. Brunnström, "Psychophysiology-Based QoE Assessment: A Survey," IEEE Journal of Selected Topics in Signal Processing, 2017.Google ScholarGoogle Scholar
  12. K. Swinburn, G. Porter and D. Howard, Comprehensive Aphasia Test, Psychology Press, 2004.Google ScholarGoogle Scholar
  13. "ITU-T BT.500: Methodology for the subjective assessment of the quality of television pictures," 2017. {Online}. Available: https://www.itu.int/rec/R-REC-BT.500. {Accessed 07 04 2017}.Google ScholarGoogle Scholar
  14. "ITU-T P.910: Subjective video quality assessment methods for multimedia applications," {Online}. Available: https://www.itu.int/rec/T-REC-P.910-199909-S/en. {Accessed 01 02 2017}.Google ScholarGoogle Scholar
  15. D. Egan, S. Brennan, J. Barrett, Y. Qiao, C. Timmerer and N. Murray, "An evaluation of Heart Rate and ElectroDermal Activity as an objective QoE evaluation method for immersive virtual reality environments," in Quality of Multimedia Experience (QoMEX), 2016.Google ScholarGoogle Scholar
  16. P. D. Ritsos, D. P. Ritsos and A. S. Gougoulis, "Standards for Augmented Reality: a User Experience perspective," in International AR Standards Meeting, 2011.Google ScholarGoogle Scholar
  17. "ISO 9241-210:2010: Ergonomics of human-system interaction - Part 210: Human-centred design for interactive systems," International Organization for Standardization, {Online}. Available: https://www.iso.org/standard/52075.html. {Accessed 04 07 2017}.Google ScholarGoogle Scholar
  18. Committee on Vision, Assembly of Behavioral and Social Sciences, National Research Council, "Procedures for Testing Color Vision: Report of," NATIONAL ACADEMY PRESS, 1981.Google ScholarGoogle Scholar
  19. C. H. Graham, N. R. Bartlett, J. L. Brown, C. G. Mueller, Y. Hsia and L. A. Riggs, Vision and Visual Perception, John Wiley & Sons Inc., 1965.Google ScholarGoogle Scholar
  20. C. Keighrey, R. Flynn, S. Murray and N. Murray, "A QoE Evaluation of Immersive Augmented and Virtual Reality Speech & Language Assessment Applications," in QoMEX 2017 - 9th International Conference on Quality of Multimedia, Erfurt, Germany, 2017.Google ScholarGoogle Scholar
  21. "Fitbit Charge HR," Fitbit, {Online}. Available: https://www.fitbit.com/chargehr. {Accessed 10 02 2017}.Google ScholarGoogle Scholar
  22. "PIP Biosensor," PIP, {Online}. Available: https://thepip.com/en-eu/. {Accessed 01 02 2017}.Google ScholarGoogle Scholar
  23. "ACM MM: Subjective Questionnaire," {Online}. Available: http://bit.ly/ACM-Multimedia-2017. {Accessed 11 04 2017}.Google ScholarGoogle Scholar
  24. ITU-T, "ITU-T P.913: Methods for the subjective assessment of video quality, audio quality and audiovisual quality of Internet video and distribution quality television in any environment," {Online}. Available: https://www.itu.int/rec/T-REC-P.913/en. {Accessed 29 04 2017}.Google ScholarGoogle Scholar
  25. "Unity - Game Engine," Unity3D, {Online}. Available: https://unity3d.com/. {Accessed 07 04 2017}.Google ScholarGoogle Scholar
  26. "Microsoft HoloLens," Microsoft, {Online}. Available: https://www.microsoft.com/microsoft-hololens/en-us. {Accessed 02 02 2017}.Google ScholarGoogle Scholar
  27. "Oculus Rift Development Kit 2," Oculus, {Online}. Available: https://www.oculus.com/en-us/dk2/. {Accessed 02 02 2016}.Google ScholarGoogle Scholar
  28. "Leap Motion," Leap Motion, {Online}. Available: https://www.leapmotion.com/. {Accessed 07 04 2017}.Google ScholarGoogle Scholar
  29. D. G. Kilpatrick, "Differential responsiveness of two electrodermal indices to psychological stress and performance of a complex cognitive task," Psychophysiology, vol. 9, no. 2, pp. 218--226, 1972.Google ScholarGoogle ScholarCross RefCross Ref
  30. Fitbit, "Help article: How accurate are Fitbit trackers?," Fitbit, 25 05 2017. {Online}. Available: https://help.fitbit.com/articles/en_US/Help_article/1136#wrist. {Accessed 25 05 2017}.Google ScholarGoogle Scholar
  31. "IBM SPSS - IBM Analytics," IBM, {Online}. Available: https://www.ibm.com/analytics/us/en/technology/spss/. {Accessed 07 04 2017}.Google ScholarGoogle Scholar
  32. I. Goradia, J. Doshi and L. Kurup, "A Review Paper on Oculus Rift & Project Morpheus," International Journal of Current Engineering and Technology, vol. 4, no. 5, pp. 3196--3200, 2014.Google ScholarGoogle Scholar

Recommendations

Comments

Login options

Check if you have access through your login credentials or your institution to get full access on this article.

Sign in
  • Published in

    cover image ACM Conferences
    Thematic Workshops '17: Proceedings of the on Thematic Workshops of ACM Multimedia 2017
    October 2017
    558 pages
    ISBN:9781450354165
    DOI:10.1145/3126686

    Copyright © 2017 ACM

    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    • Published: 23 October 2017

    Permissions

    Request permissions about this article.

    Request Permissions

    Check for updates

    Qualifiers

    • research-article

    Upcoming Conference

    MM '24
    MM '24: The 32nd ACM International Conference on Multimedia
    October 28 - November 1, 2024
    Melbourne , VIC , Australia

PDF Format

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader