Quality of Experience (QoE) in VR Gaming
The new advancement into Virtual Reality (VR) technologies increased the availability and affordability of head-mounted displays (HMD), which in turn has yielded more accessible and versatile game content. However, facilitating good quality of experience in VR requires a high level of system responsiveness; on the other end, network degradations such as delay in VR gaming may lead to poorer user experiences. In addition to the network degradations, there are many other factors influencing the user’s quality of experience, such as content, the characteristics of the devices, and the characteristics of the each individual user. In this project, we are going to investigate the impact of different network parameters in VR as well as cloud gaming, and model the user experience based on that.
There are a large number of of open challenges such as:
- Identifying the factors influencing the users’ quality of experience.
- Understanding the impact of various user factors such as age, gender, prior gaming experience.
- Understanding the impact of context factors such as environment and social aspects.
- The impact of different content, e.g., playing a shooting game vs. watching a video.
- The impact of different network parameters, such as delay, jitter and packet loss.
- The impact of different encoding settings.
Want to be part of our research group, and together with our industry collaborators such as Sony, Dolby, Ericsson and Tencent, investigate the gaming experience and shape the new ITU-T quality model? Contact us, and let’s see if we can find a thesis topic that matches your interests!
- Interdisciplinary research
- Game engine
- User experience research
- Conducting user studies
- Hard working
- Interested in learning (the rest can be learned during the thesis work)
- Pål Halvorsen
- Cise Midoglu
- Saeed Sabet