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A QoE Evaluation of Augmented and Virtual Reality Speech and Language Treatment Applications

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초록

The availability of affordable head-mounted displays has resulted in renewed interest in augmented reality (AR) and virtual reality (VR). This in turn has led to research into users’ perceptions of quality in AR and VR environments. In this paper, the authors report the results of an experimental study that compared the user quality of experience (QoE) of an interactive and immersive speech and language assessment implemented in both AR and VR. To the best of the authors’ knowledge, this is the first work that compares user QoE of VR and AR applications, in particular with a focus on applications in the speech and language domain. Subjective and objective data was captured to assess a user’s QoE. Objective data, such as heart rate and electrodermal activity (EDA) was collected using consumer electronic devices such as the Smartwatch biosensor. Subjective data was captured using a user’s self-reported ratings in a post-test questionnaire. The findings of this study demonstrate similar QoE ratings for both the AR and VR environments. The findings also suggest that users acclimatized to the AR environment more quickly than the VR environment.

Abstract

The availability of affordable head-mounted displays has resulted in renewed interest in augmented reality (AR) and virtual reality (VR). This in turn has led to research into users’ perceptions of quality in AR and VR environments. In this paper, the authors report the results of an experimental study that compared the user quality of experience (QoE) of an interactive and immersive speech and language assessment implemented in both AR and VR. To the best of the authors’ knowledge, this is the first work that compares user QoE of VR and AR applications, in particular with a focus on applications in the speech and language domain. Subjective and objective data was captured to assess a user’s QoE. Objective data, such as heart rate and electrodermal activity (EDA) was collected using consumer electronic devices such as the Smartwatch biosensor. Subjective data was captured using a user’s self-reported ratings in a post-test questionnaire. The findings of this study demonstrate similar QoE ratings for both the AR and VR environments. The findings also suggest that users acclimatized to the AR environment more quickly than the VR environment.

참고문헌 (19)

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