2017 Ninth International Conference on Quality of Multimedia Experience (QoMEX) 2017
DOI: 10.1109/qomex.2017.7965656
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A QoE evaluation of immersive augmented and virtual reality speech & language assessment applications

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Cited by 47 publications
(20 citation statements)
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“…Elevated values for heart rate and electrodermal activity were correlated with physiological arousal -one of the factors associated with user QoE. The potential and benefits of using these objective metrics as indicators of user QoE for immersive experiences were shown also for augmented reality applications in [Keighrey et al 2017].…”
Section: Mulsemedia and Qoementioning
confidence: 94%
“…Elevated values for heart rate and electrodermal activity were correlated with physiological arousal -one of the factors associated with user QoE. The potential and benefits of using these objective metrics as indicators of user QoE for immersive experiences were shown also for augmented reality applications in [Keighrey et al 2017].…”
Section: Mulsemedia and Qoementioning
confidence: 94%
“…Typically, these devices perform binocular vision augmentation and content presentation, and initial interest is emerging for directly comparing the two approaches in immersive contexts [1]. For AR applications in particular, content is commonly displayed to provide context-dependent information.…”
Section: Introductionmentioning
confidence: 99%
“…The ordering of how the participants experienced the feedback was randomised. Participants were tested on two different days and the protocol adhered to the approach taken in numerous related works in the literature [17,37,55] and included the steps outlined in Fig 6. During the information phase, each participant was greeted and thanked for their participation. After a brief explanation, written consent was obtained.…”
Section: Experimental Protocolmentioning
confidence: 99%
“…Several authors have used QoE assessment in multimedia systems as a paradigm to quantify how various factors of the system influence perceived quality levels from the user perspective. In [37], user QoE levels were compared in an immersive Virtual Reality and Augmented Reality applications. A sample size of twenty-one participants was divided randomly into two groups.…”
Section: Introductionmentioning
confidence: 99%