Immersive Quality of Experience Management and Evaluation

A special issue of Electronics (ISSN 2079-9292). This special issue belongs to the section "Networks".

Deadline for manuscript submissions: closed (31 August 2022) | Viewed by 9865

Special Issue Editors


E-Mail Website
Guest Editor
Faculty of Transport and Traffic Sciences, University of Zagreb, 10000 Zagreb, Croatia
Interests: user quality of experience (QoE); network performances and quality of service (QoS); traffic modelling; queueing systems

E-Mail Website
Guest Editor
Faculty of Transport and Traffic Sciences, University of Zagreb, 10000 Zagreb, Croatia
Interests: telecommunication traffic technology; performance analysis and modeling of queuing systems; analysis and evaluation of service quality by objective and subjective criteria in different environments

Special Issue Information

Dear Colleagues,

Refocusing on user perception of service quality has profoundly changed the quality management and evaluation paradigm, both in wired and wireless networks. Monitoring quantifiable targets and provisioned network performances cannot fully reveal how a service performs and how the end-user perceives its quality. Hence, Quality of Experience (QoE) came to the fore. In the holistic QoE ecosystem, network performances are just one of many quality components that may impact user satisfaction/dissatisfaction with a service. The plethora of other factors includes those related to the social context of service usage, internal user state, and his or her prior experiences, quality of content, application design, and numerous others.

It is therefore crucial to continuously work towards discovering the interplay between different QoE influential factors. The obtained knowledge can be utilized for more efficient network resource management, and it becomes ever crucial as new networks and services are being developed and deployed. The path to that knowledge starts with creating new QoE evaluation methods, tailormade for those new services, and different usage scenarios.

In this Special Issue, we are looking for those groundbreaking research endeavors that push the limits of the current state-of-the-art in QoE management and evaluation. We are especially receptive to those efforts aiming to develop QoE management schemes in wired and wireless networks, QoE management strategies for Smart City services, evaluation methods for immersive QoE content, and QoE assessment models for different types of services. User QoE studies that bring new cognitions on how users perceive service quality are also welcome (for different use cases, services, types of networks). Therefore, researchers are invited to submit their manuscripts to this Special Issue and contribute their models, proposals, reviews, and studies.

Dr. Marko Matulin
Prof. Dr. Štefica Mrvelj
Guest Editors

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Electronics is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • Quality of Experience
  • Quality of Service
  • Network performances
  • Network management
  • Modeling
  • Assessment
  • User studies
  • Internet of Things
  • Smart City
  • Multimedia
  • Interactive services

Published Papers (5 papers)

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Research

24 pages, 1279 KiB  
Article
A Framework for the Classification and Evaluation of Game Mechanics for Virtual Reality Games
by Sara Vlahovic, Mirko Suznjevic and Lea Skorin-Kapov
Electronics 2022, 11(18), 2946; https://doi.org/10.3390/electronics11182946 - 17 Sep 2022
Cited by 2 | Viewed by 2549
Abstract
In broad terms, UX design is concerned with minimizing the workload neccessary for the user to interact with the system. In gaming, however, the system is supposed to provide a level of challenge to keep the player entertained, along with offering specific tools [...] Read more.
In broad terms, UX design is concerned with minimizing the workload neccessary for the user to interact with the system. In gaming, however, the system is supposed to provide a level of challenge to keep the player entertained, along with offering specific tools and mechanisms of interaction that are not commonly found across other use-cases. When talking about virtual reality (VR), numerous sources have discussed the optimization of interaction techniques, but there is a gap in research on the subject of gaming-specific VR interaction design, which we aimed to address in this paper. Focusing on the diversity of VR gaming, we introduced the term “interaction mechanics” and provided a taxonomy of interaction mechanics based on several criteria. Based on this taxonomy, we highlighted multiple target-related, task-related, and tool-related parameters that may influence the quality of interaction mechanics. Lastly, we presented the INTERACT framework, which was created to serve as a conceptual foundation for creating applications to be used as tools for user research, and used it to design an application aimed at facilitating the evaluation of interaction mechanics quality. Full article
(This article belongs to the Special Issue Immersive Quality of Experience Management and Evaluation)
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17 pages, 22999 KiB  
Article
Camera Animation for Immersive Light Field Imaging
by Mary Guindy, Attila Barsi, Peter A. Kara, Vamsi K. Adhikarla, Tibor Balogh and Aniko Simon
Electronics 2022, 11(17), 2689; https://doi.org/10.3390/electronics11172689 - 27 Aug 2022
Cited by 5 | Viewed by 1585
Abstract
Among novel capture and visualization technologies, light field has made significant progress in the current decade, bringing closer its emergence in everyday use cases. Unlike many other forms of 3D displays and devices, light field visualization does not depend on any viewing equipment. [...] Read more.
Among novel capture and visualization technologies, light field has made significant progress in the current decade, bringing closer its emergence in everyday use cases. Unlike many other forms of 3D displays and devices, light field visualization does not depend on any viewing equipment. Regarding its potential use cases, light field is applicable to both cinematic and interactive contents. Such contents often rely on camera animation, which is a frequent tool for the creation and presentation of 2D contents. However, while common 3D camera animation is often rather straightforward, light field visualization has certain constraints that must be considered before implementing any variation of such techniques. In this paper, we introduce our work on camera animation for light field visualization. Different types of conventional camera animation were applied to light field contents, which produced an interactive simulation. The simulation was visualized and assessed on a real light field display, the results of which are presented and discussed in this paper. Additionally, we tested different forms of realistic physical camera motion in our study, and based on our findings, we propose multiple metrics for the quality evaluation of light field visualization in the investigated context and for the assessment of plausibility. Full article
(This article belongs to the Special Issue Immersive Quality of Experience Management and Evaluation)
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17 pages, 362 KiB  
Article
Beyond Perceptual Thresholds and Personal Preference: Towards Novel Research Questions and Methodologies of Quality of Experience Studies on Light Field Visualization
by Peter A. Kara, Roopak R. Tamboli, Edris Shafiee, Maria G. Martini, Aniko Simon and Mary Guindy
Electronics 2022, 11(6), 953; https://doi.org/10.3390/electronics11060953 - 19 Mar 2022
Cited by 10 | Viewed by 1749
Abstract
With the upcoming emergence of the IEEE P3333.1.4 standard, the first ever standardization document on the subjective quality assessment of light field visualization, we are approaching a major milestone of light field Quality of Experience (QoE). The research efforts leading up to this [...] Read more.
With the upcoming emergence of the IEEE P3333.1.4 standard, the first ever standardization document on the subjective quality assessment of light field visualization, we are approaching a major milestone of light field Quality of Experience (QoE). The research efforts leading up to this point have answered the fundamental questions regarding perceptual thresholds and personal preference, and best practices regarding research methodologies have been formed. However, in order to introduce successful and efficient light field systems and services, research questions beyond perceptual thresholds and personal preference must be addressed, along with the associated methodologies. In this paper, we propose a comprehensive set of novel research questions and methodologies regarding light field QoE. Our work also provides a detailed discussion of related factors, particularly those that extend to test participants and thus may affect the results of subjective studies. Full article
(This article belongs to the Special Issue Immersive Quality of Experience Management and Evaluation)
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21 pages, 4695 KiB  
Article
Modeling the Level of User Frustration for the Impaired Telemeeting Service Using User Frustration Susceptibility Index (UFSI)
by Štefica Mrvelj and Marko Matulin
Electronics 2021, 10(18), 2202; https://doi.org/10.3390/electronics10182202 - 09 Sep 2021
Cited by 1 | Viewed by 1355
Abstract
Modern users are accustomed to always-accessible networks ready to serve all of their communication, entertainment, information, and other needs, at the touch of their devices. Spoiled with choices provided on the competitive markets, the risk of customer churn makes network and service providers [...] Read more.
Modern users are accustomed to always-accessible networks ready to serve all of their communication, entertainment, information, and other needs, at the touch of their devices. Spoiled with choices provided on the competitive markets, the risk of customer churn makes network and service providers sensitive to user Quality of Experience (QoE). Services that enable people to work and industries to function in these pandemic times, such as the telemeeting service, are becoming ever more critical, not just for the end-users but also for the providers. Nevertheless, the heterogeneity of end-users network environments and the uniqueness of the service (bidirectional video and audio transmissions and interactivity between the meeting peers) imposes specific QoE requirements. Hence, this paper focuses on understanding how different service quality degradations affect user perception and frustration with such impaired service. The impact of eight quality degradations was analyzed. Based on the conducted user study, we used the multiple regression analysis and developed three models capable of predicting user Level of Frustration (LoF) for the specific degradations that we have analyzed. The models work with the User Frustration Susceptibility Index (UFSI), which categorizes users into groups based on their tendency to become frustrated with the impaired service. Full article
(This article belongs to the Special Issue Immersive Quality of Experience Management and Evaluation)
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17 pages, 6370 KiB  
Article
Content Dependent Representation Selection Model for Systems Based on MPEG DASH
by Jelena Vlaović, Snježana Rimac-Drlje and Drago Žagar
Electronics 2021, 10(15), 1843; https://doi.org/10.3390/electronics10151843 - 31 Jul 2021
Cited by 2 | Viewed by 1411
Abstract
A standard called MPEG Dynamic Adaptive Streaming over HTTP (MPEG DASH) ensures the interoperability between different streaming services and the highest possible video quality in changing network conditions. The solutions described in the available literature that focus on video segmentation are mostly proprietary, [...] Read more.
A standard called MPEG Dynamic Adaptive Streaming over HTTP (MPEG DASH) ensures the interoperability between different streaming services and the highest possible video quality in changing network conditions. The solutions described in the available literature that focus on video segmentation are mostly proprietary, use a high amount of computational power, lack the methodology, model notation, information needed for reproduction, or do not consider the spatial and temporal activity of video sequences. This paper presents a new model for selecting optimal parameters and number of representations for video encoding and segmentation, based on a measure of the spatial and temporal activity of the video content. The model was developed for the H.264 encoder, using Structural Similarity Index Measure (SSIM) objective metrics as well as Spatial Information (SI) and Temporal Information (TI) as measures of video spatial and temporal activity. The methodology that we used to develop the mathematical model is also presented in detail so that it can be applied to adapt the mathematical model to another type of an encoder or a set of encoding parameters. The efficiency of the segmentation made by the proposed model was tested using the Basic Adaptation algorithm (BAA) and Segment Aware Rate Adaptation (SARA) algorithm as well as two different network scenarios. In comparison to the segmentation available in the relevant literature, the segmentation based on the proposed model obtains better SSIM values in 92% of cases and subjective testing showed that it achieves better results in 83.3% of cases. Full article
(This article belongs to the Special Issue Immersive Quality of Experience Management and Evaluation)
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