Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/24649
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dc.contributor.authorHussain, N-
dc.contributor.authorGhinea, G-
dc.date.accessioned2022-05-31T09:47:19Z-
dc.date.available2022-05-31T09:47:19Z-
dc.date.issued2022-05-21-
dc.identifier.citationHussain, N.and Ghinea, G. (2022) 'Guidelines for evaluating wearables’ quality of experience in a mulsemedia context', Multimedia Tools and Applications, 0 (in press), pp. 1-32 (32). doi: 10.1007/s11042-022-12766-7.en_US
dc.identifier.issn1380-7501-
dc.identifier.urihttps://bura.brunel.ac.uk/handle/2438/24649-
dc.description.abstractCopyright © The Author(s) 2022. Quality of Experience (QoE) is inextricably linked to the user experience of multimedia computing and, although QoE has been explored in relation to other types of multimedia devices, thus far its applicability to wearables has remained largely ignored. Given the proliferation of wearable devices and their growing use to augment and complement the multimedia user experience, the need for a set of QoE guidelines becomes imperative. This study meets that need and puts forward a set of guidelines tailored exclusively towards wearables’ QoE. Accordingly, an extensive experimental investigation has been undertaken to see how wearables impact users’ QoE in multiple sensorial media (mulsemedia) context. Based on the exploratory study, the findings have shown that the haptic vest (KOR-FX) enhanced user QoE to a certain extent. In terms of adoption, participants reported they would generally incorporate the heart rate (HR) monitor wristband (Mio Go) into their daily lives as opposed to the haptic vest. Other findings revealed that human factors play a part in user’s attitudes towards wearables and predominantly age was the major influencing factor. Moreover, the participants’ HR varied throughout the experiments, suggesting an enhanced level of engagement whilst viewing the multimedia video clips. Furthermore, the results suggest that there is a potential future for wearables, if the QoE is a positive one and if the design of such devices are appealing as well as unobtrusive.en_US
dc.format.extent1 - 32 (32)-
dc.format.mediumPrint-Electronic-
dc.languageEnglish-
dc.language.isoen_USen_US
dc.publisherSpringer Natureen_US
dc.rightsCopyright © The Author(s) 2022. Rights and permissions: Open Access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit https://creativecommons.org/licenses/by/4.0/.-
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/-
dc.subjectquality of experience (QoE)en_US
dc.subjectmulsemediaen_US
dc.subjectheart rateen_US
dc.subjectcrossmodalen_US
dc.subjectolfactionen_US
dc.titleGuidelines for evaluating wearables’ quality of experience in a mulsemedia contexten_US
dc.typeArticleen_US
dc.identifier.doihttps://doi.org/10.1007/s11042-022-12766-7-
dc.relation.isPartOfMultimedia Tools and Applications-
pubs.publication-statusPublished online-
pubs.volume0-
dc.identifier.eissn1573-7721-
Appears in Collections:Dept of Computer Science Research Papers

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