Review On The Analysis Of Qoe Applied In Serious Virtual Reality Games
Autor(a) principal: | |
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Data de Publicação: | 2024 |
Outros Autores: | |
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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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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1799874742717513728 |