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dc.contributor.authorKeighrey, Conor
dc.contributor.authorFlynn, Ronan
dc.contributor.authorBrennan, Sean
dc.contributor.authorMurray, Siobhan
dc.contributor.authorMurray, Niall
dc.date.accessioned2020-01-27T11:52:59Z
dc.date.available2020-01-27T11:52:59Z
dc.date.copyright2018
dc.date.issued2018-04-24
dc.identifier.citationKeighrey, C., Flynn, R., Brennan, S., Murray, S. and Murray, S. (2018). Comparing User QoE via Physiological and Interaction Measurements of Immersive AR and VR Speech and Language Therapy Applications. [Poster]. Exhibited at AIT Research Day.en_US
dc.identifier.otherOthers - Engineering and Informatics - AITen_US
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/2965
dc.description.abstractVirtual 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.en_US
dc.formatpdfen_US
dc.language.isoenen_US
dc.publisherAthlone Institute of Technologyen_US
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Ireland*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ie/*
dc.subjectMultimediaen_US
dc.subjectVirtual Realityen_US
dc.subjectAugmented Realityen_US
dc.subjectPerceptionen_US
dc.subjectPhysiologicalen_US
dc.subjectSpeech Language Therapyen_US
dc.subjectSemantic Memoryen_US
dc.titleComparing user QoE via physiological and interaction measurements of immersive AR and VR speech and language therapy applicationsen_US
dc.typeOtheren_US
dc.contributor.grantnoGOIPG/2016/1493en_US
dc.contributor.sponsorIrish Research Councilen_US
dc.description.peerreviewyesen_US
dc.identifier.conferenceAIT Research Presentations and Posters Conference. Athlone Institute of Technology 24th April 2018
dc.identifier.orcidhttps://orcid.org/0000-0002-3612-0413
dc.identifier.orcidhttps://orcid.org/0000-0002-5919-0596
dc.rights.accessOpen Accessen_US
dc.subject.departmentFaculty of Engineering and Informaticsen_US


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Attribution-NonCommercial-NoDerivs 3.0 Ireland
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivs 3.0 Ireland