Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games

Detalhes bibliográficos
Autor(a) principal: Zegarra Rodriguez, Demostenes
Data de Publicação: 2024
Outros Autores: SILVA AMARAL, Fernando Caio
Tipo de documento: Artigo
Idioma: eng
Título da fonte: INFOCOMP: Jornal de Ciência da Computação
Texto Completo: https://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602
Resumo: Over time, electronic games have evolved from simple pixelated objects to complex expe-riences with a wide variety of narratives and user interactions, including various forms of immersionsuch as customized controls and games utilizing virtual reality (VR). VR allows users to interact withand perceive virtual objects in a more immersive way. Transitioning beyond mere entertainment, gameshave proven to be excellent educational tools for teaching various subjects and assisting in tasks likeprofessional training across diverse fields, known as serious games. Through the use of virtual reality,individuals can visually learn through experiences such as virtual trips to aquariums, museums, and eventhe lunar surface. Healthcare professionals can practice surgical techniques using virtual patients, andproduction industry workers can operate machines without the need to halt real factory machinery fortraining purposes. While this technology is considered revolutionary by some, certain factors still hinderthe widespread adoption of virtual reality by the general population. One primary concern reported byVR users is the occurrence of motion sickness and discomfort. Research is underway to enhance the userexperience, but this remains an open challenge. Addressing this issue, user experience (QoE) researchcan be applied to assess and identify improvements. Thus, QoE enhancements not only contribute touser satisfaction but also maximize the educational benefits of these games. This study aims to evalu-ate key user complaints regarding the experience with specific games. Once these issues are identified,suggestions will be implemented, and a new round of user game experimentation, along with feedbackcollection, will be conducted. This refinement process is intended to be repeated iteratively, allowing theresults to guide improvements in the Quality of Experience for serious games.
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spelling Review On The Analysis Of Qoe Applied In Serious Virtual Reality GamesOver time, electronic games have evolved from simple pixelated objects to complex expe-riences with a wide variety of narratives and user interactions, including various forms of immersionsuch as customized controls and games utilizing virtual reality (VR). VR allows users to interact withand perceive virtual objects in a more immersive way. Transitioning beyond mere entertainment, gameshave proven to be excellent educational tools for teaching various subjects and assisting in tasks likeprofessional training across diverse fields, known as serious games. Through the use of virtual reality,individuals can visually learn through experiences such as virtual trips to aquariums, museums, and eventhe lunar surface. Healthcare professionals can practice surgical techniques using virtual patients, andproduction industry workers can operate machines without the need to halt real factory machinery fortraining purposes. While this technology is considered revolutionary by some, certain factors still hinderthe widespread adoption of virtual reality by the general population. One primary concern reported byVR users is the occurrence of motion sickness and discomfort. Research is underway to enhance the userexperience, but this remains an open challenge. Addressing this issue, user experience (QoE) researchcan be applied to assess and identify improvements. Thus, QoE enhancements not only contribute touser satisfaction but also maximize the educational benefits of these games. This study aims to evalu-ate key user complaints regarding the experience with specific games. Once these issues are identified,suggestions will be implemented, and a new round of user game experimentation, along with feedbackcollection, will be conducted. This refinement process is intended to be repeated iteratively, allowing theresults to guide improvements in the Quality of Experience for serious games.Editora da UFLA2024-01-07info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602INFOCOMP Journal of Computer Science; Vol. 22 No. 2 (2023): December1982-33631807-4545reponame:INFOCOMP: Jornal de Ciência da Computaçãoinstname:Universidade Federal de Lavras (UFLA)instacron:UFLAenghttps://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602/602Copyright (c) 2024 Demostenes Zegarra Rodriguez, Fernando Caio SILVA AMARALinfo:eu-repo/semantics/openAccessZegarra Rodriguez, DemostenesSILVA AMARAL, Fernando Caio2024-01-07T17:18:01Zoai:infocomp.dcc.ufla.br:article/3602Revistahttps://infocomp.dcc.ufla.br/index.php/infocompPUBhttps://infocomp.dcc.ufla.br/index.php/infocomp/oaiinfocomp@dcc.ufla.br||apfreire@dcc.ufla.br1982-33631807-4545opendoar:2024-05-21T19:54:49.084600INFOCOMP: Jornal de Ciência da Computação - Universidade Federal de Lavras (UFLA)true
dc.title.none.fl_str_mv Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
title Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
spellingShingle Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
Zegarra Rodriguez, Demostenes
title_short Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
title_full Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
title_fullStr Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
title_full_unstemmed Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
title_sort Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
author Zegarra Rodriguez, Demostenes
author_facet Zegarra Rodriguez, Demostenes
SILVA AMARAL, Fernando Caio
author_role author
author2 SILVA AMARAL, Fernando Caio
author2_role author
dc.contributor.author.fl_str_mv Zegarra Rodriguez, Demostenes
SILVA AMARAL, Fernando Caio
description Over time, electronic games have evolved from simple pixelated objects to complex expe-riences with a wide variety of narratives and user interactions, including various forms of immersionsuch as customized controls and games utilizing virtual reality (VR). VR allows users to interact withand perceive virtual objects in a more immersive way. Transitioning beyond mere entertainment, gameshave proven to be excellent educational tools for teaching various subjects and assisting in tasks likeprofessional training across diverse fields, known as serious games. Through the use of virtual reality,individuals can visually learn through experiences such as virtual trips to aquariums, museums, and eventhe lunar surface. Healthcare professionals can practice surgical techniques using virtual patients, andproduction industry workers can operate machines without the need to halt real factory machinery fortraining purposes. While this technology is considered revolutionary by some, certain factors still hinderthe widespread adoption of virtual reality by the general population. One primary concern reported byVR users is the occurrence of motion sickness and discomfort. Research is underway to enhance the userexperience, but this remains an open challenge. Addressing this issue, user experience (QoE) researchcan be applied to assess and identify improvements. Thus, QoE enhancements not only contribute touser satisfaction but also maximize the educational benefits of these games. This study aims to evalu-ate key user complaints regarding the experience with specific games. Once these issues are identified,suggestions will be implemented, and a new round of user game experimentation, along with feedbackcollection, will be conducted. This refinement process is intended to be repeated iteratively, allowing theresults to guide improvements in the Quality of Experience for serious games.
publishDate 2024
dc.date.none.fl_str_mv 2024-01-07
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv https://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602
url https://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv https://infocomp.dcc.ufla.br/index.php/infocomp/article/view/3602/602
dc.rights.driver.fl_str_mv Copyright (c) 2024 Demostenes Zegarra Rodriguez, Fernando Caio SILVA AMARAL
info:eu-repo/semantics/openAccess
rights_invalid_str_mv Copyright (c) 2024 Demostenes Zegarra Rodriguez, Fernando Caio SILVA AMARAL
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Editora da UFLA
publisher.none.fl_str_mv Editora da UFLA
dc.source.none.fl_str_mv INFOCOMP Journal of Computer Science; Vol. 22 No. 2 (2023): December
1982-3363
1807-4545
reponame:INFOCOMP: Jornal de Ciência da Computação
instname:Universidade Federal de Lavras (UFLA)
instacron:UFLA
instname_str Universidade Federal de Lavras (UFLA)
instacron_str UFLA
institution UFLA
reponame_str INFOCOMP: Jornal de Ciência da Computação
collection INFOCOMP: Jornal de Ciência da Computação
repository.name.fl_str_mv INFOCOMP: Jornal de Ciência da Computação - Universidade Federal de Lavras (UFLA)
repository.mail.fl_str_mv infocomp@dcc.ufla.br||apfreire@dcc.ufla.br
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