This thesis addresses the analysis of the quality of interaction for virtual reality (VR) based communication systems. Collaborating with Video Quality Experts Group (VQEG), an experiment was conducted to assess communication efficacy within VR scenarios. The experiment featured a maze-like environment comprising multiple rooms, each hiding hints crucial for progression. Two experimental conditions, each with two levels, were designed to evaluate communication effectiveness. Participants were divided into two categories: remote users and VR users. Remote users, acting as guides, monitored VR users' progress on a map interface and provided verbal instructions to locate hidden hints within rooms. VR users interpreted the visual hints and conveyed their understanding to remote users, who then deciphered the hints into English letters to unlock subsequent rooms and levels. A tutorial was provided to familiarise participants with the experimental setup. Data collected included voice recordings, post-level questionnaires, VR user coordinates over time, transmitted data packets, visual acuity scores, and color blindness assessments. The experiment involved a varying number of participants, with a pilot study initially conducted with a small sample size and the subsequent main experiment comprising a larger participant pool. This study contributes to the understanding of communication dynamics within VR environments and provides insights into optimising communication interfaces for enhanced user experiences.
This thesis addresses the analysis of the quality of interaction for virtual reality (VR) based communication systems. Collaborating with Video Quality Experts Group (VQEG), an experiment was conducted to assess communication efficacy within VR scenarios. The experiment featured a maze-like environment comprising multiple rooms, each hiding hints crucial for progression. Two experimental conditions, each with two levels, were designed to evaluate communication effectiveness. Participants were divided into two categories: remote users and VR users. Remote users, acting as guides, monitored VR users' progress on a map interface and provided verbal instructions to locate hidden hints within rooms. VR users interpreted the visual hints and conveyed their understanding to remote users, who then deciphered the hints into English letters to unlock subsequent rooms and levels. A tutorial was provided to familiarise participants with the experimental setup. Data collected included voice recordings, post-level questionnaires, VR user coordinates over time, transmitted data packets, visual acuity scores, and color blindness assessments. The experiment involved a varying number of participants, with a pilot study initially conducted with a small sample size and the subsequent main experiment comprising a larger participant pool. This study contributes to the understanding of communication dynamics within VR environments and provides insights into optimising communication interfaces for enhanced user experiences.
Analysis of the Quality of Interaction for VR-Based Communication Systems
YILMAZ, GORKEM
2023/2024
Abstract
This thesis addresses the analysis of the quality of interaction for virtual reality (VR) based communication systems. Collaborating with Video Quality Experts Group (VQEG), an experiment was conducted to assess communication efficacy within VR scenarios. The experiment featured a maze-like environment comprising multiple rooms, each hiding hints crucial for progression. Two experimental conditions, each with two levels, were designed to evaluate communication effectiveness. Participants were divided into two categories: remote users and VR users. Remote users, acting as guides, monitored VR users' progress on a map interface and provided verbal instructions to locate hidden hints within rooms. VR users interpreted the visual hints and conveyed their understanding to remote users, who then deciphered the hints into English letters to unlock subsequent rooms and levels. A tutorial was provided to familiarise participants with the experimental setup. Data collected included voice recordings, post-level questionnaires, VR user coordinates over time, transmitted data packets, visual acuity scores, and color blindness assessments. The experiment involved a varying number of participants, with a pilot study initially conducted with a small sample size and the subsequent main experiment comprising a larger participant pool. This study contributes to the understanding of communication dynamics within VR environments and provides insights into optimising communication interfaces for enhanced user experiences.File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.12608/66486