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Quantifying the Quality of Immersive Experiences

Psychometric evaluations are generally used to understand the Quality of Experience (QoE) of immersive environments produced using augmented/mixed/virtual reality. Typically, these subjective evaluations are done from an end-user point-of-view, but these are limited by the subjective observations due to: (i) a user's bias in grading their experience (some are more critical than others); (ii) user's interest and concentration throughout the task; (iii) ease of use and comfort level of the interaction interfaces, (iv) task duration, (v) user fatigue when tested for different scenarios such as different network conditions, and (vi) importance of the application. The most commonly used subjective method for quality measurement is the Mean Opinion Score (MOS). MOS is standardized in the ITU-T (International Telecommunications Union) recommendations [6], and it is defined as a numeric value going from 1 to 5 (i.e. poor to excellent). The objective approach consists of measuring the QoE by monitoring the network technical parameters or the network Quality of Service (QoS), such as throughput, delay, and packet loss. Most of the research on objective approaches for QoS-QoE mapping have focused on video streaming [4]. For instance, it is assumed that video QoE is affected by three key network parameters: loss, delay, and jitter [2, 3]. Long jitter influences discontinuity and additional packet loss, whereas packet delays are related to buffering time. Hence, video streaming QoE is considered as a function of these two application specific metrics: buffering time (BT) and streaming video discontinuity (SVD). It is obvious that such objective QoS-QoE mapping strategies cannot be directly applied for immersive environments. Hence, in this talk, we address two related questions: (1) Can we identify metrics that can objectively quantify the performance of an immersive environment? (2) Can we use the above objective performance metrics to understand the possible user QoE without the need for subjective user study or with minimal user study? We start with different examples of immersive environments such as haptic-enabled applications, mirror therapy, and serious games [7, 11, 12, 13, and 14]. We discuss what metrics are influenced by different system parameters such as processing power, and network QoS. Then, we present some of our preliminary work on understanding users' QoE through these metrics [7, 8, 9, and 10].