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Fiedler, M. & Svegland, J. (2026). TEEB: Trans-European Stereoscopic 360-degree Event Broadcasting. In: 2025 17th International Conference on Quality of Multimedia Experience, QoMEX 2025: . Paper presented at 17th International Conference on Quality of Multimedia Experience, QoMEX 2025, Madrid, Sept 30 - Oct 2, 2025. Institute of Electrical and Electronics Engineers (IEEE)
Öppna denna publikation i ny flik eller fönster >>TEEB: Trans-European Stereoscopic 360-degree Event Broadcasting
2026 (Engelska)Ingår i: 2025 17th International Conference on Quality of Multimedia Experience, QoMEX 2025, Institute of Electrical and Electronics Engineers (IEEE), 2026Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

At QoMEX 2024, a stereoscopic 360-degree hybrid conference experience was demonstrated. The camera itself was standing some few meters away from the test person, which meant that the latter could see her-/himself with a latency of one to two seconds. While ACR scores of overall, image quality, depth perception were positive and in line with each other, the latency-related DCR scores were more ambiguous. Corresponding statistics will be shown in this paper along with qualitative feedback from the test persons. The demonstration in 2025 takes the step to a more realistic use case where the stereoscopic 360-degree camera will be placed in Sweden, about 2200 km away from the QoMEX 2025 location in Madrid. Immediate quantitative and qualitative insights are expected to demonstrate the trade-off between image quality and delay perceptions that come with Trans-European Event Broadcasting (TEEB) over various networks.

Ort, förlag, år, upplaga, sidor
Institute of Electrical and Electronics Engineers (IEEE), 2026
Nyckelord
Broadcasting, Cameras, Image quality, Stereo image processing, Event broadcasting, Qualitative feedback, Trade off, Economic and social effects
Nationell ämneskategori
Annan teknik
Identifikatorer
urn:nbn:se:bth-28994 (URN)10.1109/QoMEX65720.2025.11219898 (DOI)2-s2.0-105023843149 (Scopus ID)9798331554354 (ISBN)
Konferens
17th International Conference on Quality of Multimedia Experience, QoMEX 2025, Madrid, Sept 30 - Oct 2, 2025
Tillgänglig från: 2025-12-12 Skapad: 2025-12-12 Senast uppdaterad: 2025-12-15Bibliografiskt granskad
Kuijer, L., Kaipainen, K., Bidwell, N. J., Fiedler, M., Friday, A., Hassenzahl, M., . . . Shakeri, G. (2025). Once Upon a Time When HCI Prioritised Environmental Sustainability: Reflections on a Collection of Fictions. In: Extended Abstracts of the 2025 CHI Conference on Human Factors in Computing Systems, CHI 2025: . Paper presented at 2025 CHI Conference on Human Factors in Computing Systems, CHI EA 2025, Yokohama, April 26 - May 1, 2025. Association for Computing Machinery (ACM)
Öppna denna publikation i ny flik eller fönster >>Once Upon a Time When HCI Prioritised Environmental Sustainability: Reflections on a Collection of Fictions
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2025 (Engelska)Ingår i: Extended Abstracts of the 2025 CHI Conference on Human Factors in Computing Systems, CHI 2025, Association for Computing Machinery (ACM), 2025Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

This paper reflects on the role of Human-Computer Interaction (HCI) research and practice both in addressing and exacerbating current environmental crises. Observing a discrepancy between the urgency of these crises and the attention they receive in HCI, we generated and analysed twelve fictional narratives that speculate about what it could mean if HCI prioritized environmental sustainability. This exercise helped us identify possible strategies towards this aim through addressing HCI practices such as conferencing, teaching and research. These strategies include building on existing meso-level initiatives in the community, reorienting reviewing processes, practising prefiguration, being mindful of diverse perspectives, and adding a touch of humour. Publishing our set of narratives in the form of a book of fairy tales alongside this paper is one step in that direction. We hope the book and the paper contribute to raising and nuancing the topic of (un)sustainability in HCI. 

Ort, förlag, år, upplaga, sidor
Association for Computing Machinery (ACM), 2025
Nyckelord
Environmental sustainability, Fiction writing, Research practices, Unsustainability, Green development, Sustainable development, 'current, Computer interaction, Environmental crisis, Human-computer interaction researches, Mesolevel, Research practice, Teaching and researches, Environmental management
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:bth-27971 (URN)10.1145/3706599.3716223 (DOI)001496972000138 ()2-s2.0-105005731744 (Scopus ID)9798400713958 (ISBN)
Konferens
2025 CHI Conference on Human Factors in Computing Systems, CHI EA 2025, Yokohama, April 26 - May 1, 2025
Tillgänglig från: 2025-06-02 Skapad: 2025-06-02 Senast uppdaterad: 2025-10-03Bibliografiskt granskad
Nawaz, O., Zhou, Y., Khatibi, S. & Fiedler, M. (2024). Context-Aware QoE for Mobility-Driven Applications Through Dynamic Surveys. Information, 15(12), Article ID 797.
Öppna denna publikation i ny flik eller fönster >>Context-Aware QoE for Mobility-Driven Applications Through Dynamic Surveys
2024 (Engelska)Ingår i: Information, E-ISSN 2078-2489, Vol. 15, nr 12, artikel-id 797Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

The integration of outdoor smartphone applications with fitness trackers has introduced new opportunities and challenges for user interaction, particularly in mobility-driven activities. While these innovations offer significant benefits, they also pose challenges due to the many factors influencing the user’s quality of experience. Traditional methods of assessing user experiences, such as offline surveys and static questionnaires, often fail to capture the dynamic nature of outdoor activities. This research proposes a novel Quality of Experience (QoE) methodology for mobile applications to enhance the assessment of user experiences in cycling. Focusing on a use case in Blekinge, Sweden, where residents were encouraged to adopt cycling for daily transportation, we extracted land cover data and developed a server-side workflow for bicycle path segmentation. By incorporating dynamic surveys that adapt to users’ real-time experiences, we aim to generate a more accurate and context-aware dataset. This study makes several key contributions: First, it presents a scalable method for bicycle path segmentation; second, it demonstrates the utility and benefits of land cover data extraction; and finally, it evaluates the effectiveness of QoE influence factors through user surveys based on real-world cyclist feedback. This approach is expected to enhance the planning and development of cycling infrastructure by providing urban planners and stakeholders with valuable user insights using adaptable surveys based on route segmentation.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
QoE in outdoor sports, dynamic QoE, bicycle path segmentation, landcover in outdoor sports, human IFs and bicycling, intelligent surveys
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27237 (URN)10.3390/info15120797 (DOI)001384764100001 ()2-s2.0-85213080086 (Scopus ID)
Forskningsfinansiär
Europeiska kommissionen
Tillgänglig från: 2024-12-12 Skapad: 2024-12-12 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Nawaz, O., Khatibi, S., Nauman Sheikh, M. & Fiedler, M. (2024). Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming. Future Internet, 16(11), Article ID 420.
Öppna denna publikation i ny flik eller fönster >>Eye Tracking and Human Influence Factors’ Impact on Quality of Experience of Mobile Gaming
2024 (Engelska)Ingår i: Future Internet, E-ISSN 1999-5903, Vol. 16, nr 11, artikel-id 420Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

Mobile gaming accounts for more than 50% of global online gaming revenue, surpassing console and browser-based gaming. The success of mobile gaming titles depends on optimizing applications for the specific hardware constraints of mobile devices, such as smaller displays and lower computational power, to maximize battery life. Additionally, these applications must dynamically adapt to the variations in network speed inherent in mobile environments. Ultimately, user engagement and satisfaction are critical, necessitating a favorable comparison to browser and console-based gaming experiences. While Quality of Experience (QoE) subjective evaluations through user surveys are the most reliable method for assessing user perception, various factors, termed influence factors (IFs), can affect user ratings of stimulus quality. This study examines human influence factors in mobile gaming, specifically analyzing the impact of user delight towards displayed content and the effect of gaze tracking. Using Pupil Core eye-tracking hardware, we captured user interactions with mobile devices and measured visual attention. Video stimuli from eight popular games were selected, with resolutions of 720p and 1080p and frame rates of 30 and 60 fps. Our results indicate a statistically significant impact of user delight on the MOS for most video stimuli across all games. Additionally, a trend favoring higher frame rates over screen resolution emerged in user ratings. These findings underscore the significance of optimizing mobile gaming experiences by incorporating models that estimate human influence factors to enhance user satisfaction and engagement.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
gaze tracking; QoE; mobile gaming; eye tracking in mobile gaming; human IFs and multimedia
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27094 (URN)10.3390/fi16110420 (DOI)001365091400001 ()2-s2.0-85210229630 (Scopus ID)
Tillgänglig från: 2024-11-13 Skapad: 2024-11-13 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Nawaz, O., Fiedler, M. & Khatibi, S. (2024). QoE-Based Performance Comparison of AVC, HEVC, and VP9 on Mobile Devices with Additional Influencing Factors. Electronics, 13(2), Article ID 329.
Öppna denna publikation i ny flik eller fönster >>QoE-Based Performance Comparison of AVC, HEVC, and VP9 on Mobile Devices with Additional Influencing Factors
2024 (Engelska)Ingår i: Electronics, E-ISSN 2079-9292, Vol. 13, nr 2, artikel-id 329Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

While current video quality assessment research predominantly revolves around resolutions of 4 K and beyond, targeted at ultra high-definition (UHD) displays, effective video quality for mobile video streaming remains primarily within the range of 480 p to 1080 p. In this study, we conducted a comparative analysis of the quality of experience (QoE) for widely implemented video codecs on mobile devices, specifically Advanced Video Coding (AVC), its successor High-Efficiency Video Coding (HEVC), and Google’s VP9. Our choice of 720 p video sequences from a newly developed database, all with identical bitrates, aimed to maintain a manageable subjective assessment duration, capped at 35–40 min. To mimic real-time network conditions, we generated stimuli by streaming original video clips over a controlled emulated setup, subjecting them to eight different packet-loss scenarios. We evaluated the quality and structural similarity of the distorted video clips using objective metrics, including the Video Quality Metric (VQM), Peak Signal-to-Noise Ratio (PSNR), Video Multi-Method Assessment Fusion (VMAF), and Multi-Scale Structural Similarity Index (MS-SSIM). Subsequently, we collected subjective ratings through a custom mobile application developed for Android devices. Our findings revealed that VMAF accurately represented the degradation in video quality compared to other metrics. Moreover, in most cases, HEVC exhibited an advantage over both AVC and VP9 under low packet-loss scenarios. However, it is noteworthy that in our test cases, AVC outperformed HEVC and VP9 in scenarios with high packet loss, based on both subjective and objective assessments. Our observations further indicate that user preferences for the presented content contributed to video quality ratings, emphasizing the importance of additional factors that influence the perceived video quality of end users. © 2024 by the authors.

Ort, förlag, år, upplaga, sidor
MDPI, 2024
Nyckelord
HEVC and AVC comparison, mobile codecs efficiency, multimedia streaming, QoE IFs, QoE metrics, video quality assessments
Nationell ämneskategori
Kommunikationssystem
Identifikatorer
urn:nbn:se:bth-25939 (URN)10.3390/electronics13020329 (DOI)001148927000001 ()2-s2.0-85183182089 (Scopus ID)
Forskningsfinansiär
Vetenskapsrådet
Tillgänglig från: 2024-02-05 Skapad: 2024-02-05 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Fiedler, M. & Svegland, J. (2024). Stereoscopic 360-Degree Hybrid Conference Experience at QoMEX 2024. In: 2024 16th International Conference on Quality of Multimedia Experience, QoMEX 2024: . Paper presented at 16th International Conference on Quality of Multimedia Experience, QoMEX 2024, Karlshamn, June 18-20 2024 (pp. 68-71). Institute of Electrical and Electronics Engineers (IEEE)
Öppna denna publikation i ny flik eller fönster >>Stereoscopic 360-Degree Hybrid Conference Experience at QoMEX 2024
2024 (Engelska)Ingår i: 2024 16th International Conference on Quality of Multimedia Experience, QoMEX 2024, Institute of Electrical and Electronics Engineers (IEEE), 2024, s. 68-71Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The 2024 edition of QoMEX has the motto "Towards Immersive Digiphysical Experiences". While the conference as such is organised as an on-site event, the keynotes and demonstration session(s) will be hybrid, and the demonstrations will be complemented by specific hybrid experiences. For the first time in the history of QoMEX, streaming of the keynotes will be performed using a stereoscopic 360-degree format, which can be enjoyed by a set of remote participants using Oculus headsets. This paper provides an overview of the technical solution behind this hybrid experience. It also reports on tests and qualitative user experiences obtained so far. The visitors of the demonstration and hybrid experience session will have the opportunity to take a closer look at the system, experience it in action and report the quality of their experience. © 2024 IEEE.

Ort, förlag, år, upplaga, sidor
Institute of Electrical and Electronics Engineers (IEEE), 2024
Nyckelord
Stereo image processing, Immersive, Technical solutions, Users' experiences, Demonstrations
Nationell ämneskategori
Data- och informationsvetenskap
Identifikatorer
urn:nbn:se:bth-26850 (URN)10.1109/QoMEX61742.2024.10598243 (DOI)001289486600012 ()2-s2.0-85201057485 (Scopus ID)9798350361582 (ISBN)
Konferens
16th International Conference on Quality of Multimedia Experience, QoMEX 2024, Karlshamn, June 18-20 2024
Tillgänglig från: 2024-08-28 Skapad: 2024-08-28 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Fiedler, M. & Nordwall, A. (2024). Upplevelsekvalitet genom design inom medieteknik. In: Mats Wahlberg, Dennis Augustsson (Ed.), Medieproduktion i akademin: (pp. 108-119). Växjö: Linnaeus University Press
Öppna denna publikation i ny flik eller fönster >>Upplevelsekvalitet genom design inom medieteknik
2024 (Svenska)Ingår i: Medieproduktion i akademin / [ed] Mats Wahlberg, Dennis Augustsson, Växjö: Linnaeus University Press, 2024, s. 108-119Kapitel i bok, del av antologi (Övrigt vetenskapligt)
Abstract [sv]

Författarens diskuterar hur begreppet upplevelsekvalitet kan definieras och användas konkret i en metodik inom fältet medieteknik, med exempel från undervisning på Blekinge tekniska högskola.

Ort, förlag, år, upplaga, sidor
Växjö: Linnaeus University Press, 2024
Nationell ämneskategori
Systemvetenskap, informationssystem och informatik med samhällsvetenskaplig inriktning
Identifikatorer
urn:nbn:se:bth-27680 (URN)9789180822367 (ISBN)9789180822374 (ISBN)
Tillgänglig från: 2025-04-02 Skapad: 2025-04-02 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Kelkkanen, V., Lindero, D., Fiedler, M. & Zepernick, H.-J. (2023). Hand-Controller Latency and Aiming Accuracy in 6-DOF VR. Advances in Human-Computer Interaction, Article ID 1563506.
Öppna denna publikation i ny flik eller fönster >>Hand-Controller Latency and Aiming Accuracy in 6-DOF VR
2023 (Engelska)Ingår i: Advances in Human-Computer Interaction, ISSN 1687-5893, E-ISSN 1687-5907, artikel-id 1563506Artikel i tidskrift (Refereegranskat) Published
Abstract [en]

All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5 degrees/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5 degrees/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7 degrees/s. Finally, reaction times are on average 190-200 ms when the target motion changes to a new and unpredictable direction.

Ort, förlag, år, upplaga, sidor
Hindawi Publishing Corporation, 2023
Nyckelord
Tracking, Robot, Artificial intelligence
Nationell ämneskategori
Datavetenskap (datalogi)
Forskningsämne
Datavetenskap
Identifikatorer
urn:nbn:se:bth-24387 (URN)10.1155/2023/1563506 (DOI)001077344100001 ()2-s2.0-85174505323 (Scopus ID)
Forskningsfinansiär
KK-stiftelsen, 20170056KK-stiftelsen, 20220068
Tillgänglig från: 2023-03-21 Skapad: 2023-03-21 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Sundstedt, V., Boeva, V., Zepernick, H.-J., Goswami, P., Cheddad, A., Tutschku, K., . . . Arlos, P. (2023). HINTS: Human-Centered Intelligent Realities. In: Håkan Grahn, Anton Borg and Martin Boldt (Ed.), 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023: . Paper presented at 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023 (pp. 9-17). Linköping University Electronic Press
Öppna denna publikation i ny flik eller fönster >>HINTS: Human-Centered Intelligent Realities
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2023 (Engelska)Ingår i: 35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023 / [ed] Håkan Grahn, Anton Borg and Martin Boldt, Linköping University Electronic Press, 2023, s. 9-17Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

During the last decade, we have witnessed a rapiddevelopment of extended reality (XR) technologies such asaugmented reality (AR) and virtual reality (VR). Further, therehave been tremendous advancements in artificial intelligence(AI) and machine learning (ML). These two trends will havea significant impact on future digital societies. The vision ofan immersive, ubiquitous, and intelligent virtual space opensup new opportunities for creating an enhanced digital world inwhich the users are at the center of the development process,so-calledintelligent realities(IRs).The “Human-Centered Intelligent Realities” (HINTS) profileproject will develop concepts, principles, methods, algorithms,and tools for human-centered IRs, thus leading the wayfor future immersive, user-aware, and intelligent interactivedigital environments. The HINTS project is centered aroundan ecosystem combining XR and communication paradigms toform novel intelligent digital systems.HINTS will provide users with new ways to understand,collaborate with, and control digital systems. These novelways will be based on visual and data-driven platforms whichenable tangible, immersive cognitive interactions within realand virtual realities. Thus, exploiting digital systems in a moreefficient, effective, engaging, and resource-aware condition.Moreover, the systems will be equipped with cognitive featuresbased on AI and ML, which allow users to engage with digitalrealities and data in novel forms. This paper describes theHINTS profile project and its initial results. ©2023, Copyright held by the authors   

Ort, förlag, år, upplaga, sidor
Linköping University Electronic Press, 2023
Serie
Linköping Electronic Conference Proceedings, ISSN 1650-3686, E-ISSN 1650-3740 ; 199
Nationell ämneskategori
Människa-datorinteraktion (interaktionsdesign)
Identifikatorer
urn:nbn:se:bth-25413 (URN)10.3384/ecp199001 (DOI)9789180752749 (ISBN)
Konferens
35th Annual Workshop of the Swedish Artificial Intelligence Society SAIS 2023, Karlskrona, June 12-13, 2023
Forskningsfinansiär
KK-stiftelsen, 20220068
Tillgänglig från: 2023-09-22 Skapad: 2023-09-22 Senast uppdaterad: 2025-09-30Bibliografiskt granskad
Chu, T. M., Fiedler, M., Kelkkanen, V., Lindero, D. & Zepernick, H.-J. (2023). On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective Tests. In: 2023 15th International Conference on Quality of Multimedia Experience, QoMEX 2023: . Paper presented at 15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Ghent, 20-22 June 2023. (pp. 201-204). Institute of Electrical and Electronics Engineers (IEEE)
Öppna denna publikation i ny flik eller fönster >>On the Perception of Frame Stalls in Remote VR for Task and Task-Free Subjective Tests
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2023 (Engelska)Ingår i: 2023 15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Institute of Electrical and Electronics Engineers (IEEE), 2023, s. 201-204Konferensbidrag, Publicerat paper (Refereegranskat)
Abstract [en]

The performance of remotely rendered Virtual Reality (VR) is sensitive to temporal disturbances in communication channels. An earlier Quality of Experience (QoE) study of temporal impacts in the form of frame stalls has revealed difficulties with subjective disturbance ratings while performing a task in an interactive 6-degrees-of-freedom (DOF) VR environment. This study follows up on above observation by comparing QoE ratings in the presence and absence of a task. The exploratory findings show that the task-free subjective tests yield lower ratings compared to the subjective tests with task. This indicates that the participants became more sensitive to temporal impairments in the absence of a task. Also, the positive impact of reprojection on the QoE ratings decreased in the task-free environment. The simulator sickness results for individual symptoms were on similar low levels in both settings. The total score (TS) of sickness severity was higher after than before the subjective tests with task while the difference between the TS before and after the task-free subjective tests was insignificant, © 2023 IEEE.

Ort, förlag, år, upplaga, sidor
Institute of Electrical and Electronics Engineers (IEEE), 2023
Serie
International Workshop on Quality of Multimedia Experience (QoMEX), ISSN 2372-7179, E-ISSN 2472-7814
Nyckelord
Diseases, Subjective testing, Virtual reality, 6 degree of freedom, Communications channels, Follow up, Performance, Re-projection, Simulator sickness, Quality of service
Nationell ämneskategori
Datavetenskap (datalogi) Övrig annan medicin och hälsovetenskap
Identifikatorer
urn:nbn:se:bth-25320 (URN)10.1109/QoMEX58391.2023.10178492 (DOI)001037196100040 ()2-s2.0-85167358478 (Scopus ID)9798350311730 (ISBN)
Konferens
15th International Conference on Quality of Multimedia Experience, QoMEX 2023, Ghent, 20-22 June 2023.
Forskningsfinansiär
KK-stiftelsen, 20170056KK-stiftelsen, 20220068
Tillgänglig från: 2023-08-24 Skapad: 2023-08-24 Senast uppdaterad: 2025-10-30Bibliografiskt granskad
Organisationer
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0001-8929-4911

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