JOURNAL[OJ3]

Towards an updated understanding of immersive multimedia experiences

Voigt-Antons, J.-N. & Kojić, T.

ACM SIGMM Records, 13(4), Article 7, (2021)

Summary

A column arguing that the way immersive media quality is measured has fallen behind the technology it measures. Early definitions of immersion and presence, from Slater and Biocca in the 1990s, treated them as properties of the system: how faithfully it could reproduce the real world. Newer work moves the weight to cognitive factors — Nilsson's narratives and challenges, Slater's place illusion. Standardisation has followed the shift, through ITU-T P.809 for gaming, H.430.3 for immersive live experience and G.1035 for the influencing factors in virtual reality, including simulator sickness. The problem the column names: telecommunications research still reaches for questionnaires built to detect how well a system simulates reality, and since almost every current system does that well, those scales can no longer tell products apart. Written ahead of QoMEX 2022 in Lippstadt.

Written for this site, the published abstract is at the DOI.

Record

  • Reference[OJ3] in the Publikationsverzeichnis
  • TypeJournal article
  • Year2021
  • Research lineXR & Spatial Interaction
  • Identifier2021-01-01-OJ3

BibTeX

@article{voigtantons2021oj3,
  author    = {Voigt-Antons, J.-N. and Kojić, T.},
  title     = {Towards an updated understanding of immersive multimedia experiences},
  year      = {2021},
  journal   = {ACM SIGMM Records, 13(4), Article 7, (2021)},
  doi       = {10.1145/3578508.3578515},
}