Special Session 1: Image science and technology, visual perception and user behaviour for immersive technologies

Chairs: Naeem Ramzan, University of the West of Scotland, UK; Glenn Van Wallendael, Ghent University, Belgium

Motivation
Recently, the media landscape underwent a revolution around several technological innovations. Although these new innovations are not massively adopted on the market yet, they show a promising perspective on the future of media consumption. These emerging media technologies lead to a plethora of new questions about perception, human behaviour, and finally QoE. How do people perceive the experience of being immersed into a scene created by these emerging technologies? Not only are they immersed, they are actually invited to actively participate when interacting with omnidirectional video or light field content. This active participation leads to numerous questions about human behaviour. This special session will provide new insights, tools, and technologies specific for emerging technologies like omnidirectional (360° video), light field, and High Dynamic Range (HDR) video systems.
The aim of this special session is to call for the most advanced research and state-of-the-art works in the field of Image science and technology, visual perception and user behaviour. It is expected to provide a platform for international researchers to exchange ideas and to present their latest research in the relevant topics. All the original papers related to Image science and technology, visual perception and user behaviour are welcome. Specific topics of interest include but are not limited to

Topics of interest

  • Quality of Experience (QoE) of emerging media, including omnidirectional video (360° video), light field imaging, and High Dynamic Range (HDR) video.
  • Content characterization of emerging media
  • User behaviour and viewing behaviour when interacting emerging media technologies.
  • Perceptual analysis and models for emerging media technologies.
  • Objective metrics for emerging media innovations.

Special Session 2: Down the Rabbit Hole – General Aspects of VR and the Immersion Experience

Chairs: Raimund Schatz, Austrian Institute of Technology (AIT), Austria; Christian Timmerer, Alpen-Adria-Universität (AAU) Klagenfurt, Austria; Judith Redi, Delft University of Technology, The Netherlands

Motivation
Currently, we witness a proliferation of new products and applications based on immersive media technologies – exemplified best by the current “VR hype” causing a flurry of new devices and applications to hit the market place. The potential of immersive media is large, however, investigation and application of QoE in this context is still in its infancy as many issues are not yet understood. Consequently, the multimedia-quality community faces new, rapidly moving research targets, resulting in the following overarching questions:
What is the interplay between concepts like Immersion, Presence, Interactivity, Multimedia Quality and User Experience in the context of emerging immersive applications and technologies?
What should be the role of QoE in this domain?
How to characterize, assess, model and manage QoE for immersive media-rich applications?
This special session aims to bring together researchers and practitioners to present and discuss quality-related issues and topics in the field of immersive media. The goal is to highlight the major challenges the multimedia quality community should target in this dynamically evolving domain and identify ways forward to addressing them effectively.

Topics of Interest

  • Immersive media technologies (VR, AR, 360° video, etc.) and how they can enable high-quality “make-believe” experiences
  • Theoretical frameworks that relate concepts like immersion, presence, interactivity and engagement to quality and experience
  • Promising use cases for immersive media and quality challenges posed by them
  • Subjective quality testing methods (and the results generated with them) that effectively address the practical challenges of trialing systems that feature high interactivity, immersion, and multimodal integration
  • QoE optimization approaches and techniques that leverage knowledge of human perception as well as (real-time) information available along the entire production-provisioning-consumption chain
  • Storytelling and Quality of Experience in Immersive Media
  • Datasets providing reference content, study results, and other relevant data (such as user behavior, system logs)
  • Standardization issues

Special Session 3: QoE Vadis

Chairs: Markus Fiedler, Blekinge Institute of Technology, Sweden; Marianna Obrist, University of Sussex, UK

Motivation
This session is based on the recent Dagstuhl Perspectives Workshop “QoE Vadis?”, with a special focus on contributions on future directions of QoE research beyond the multimedia comfort zone. Of particular interest are amongst others the exploration of services beyond multimedia consumption, investigation of new emerging technologies such as VR and AR, and stimulation of discussions on the design of multisensory experiences through opening up partnerships with adjacent research areas such as User Experience (UX) and Human-Computer Interaction (HCI), which attract huge investments by major players such as Apple, Google, etc.
Pressing questions are amongst others:
– How cross- and multi-disciplinary design perspectives can improve the quality of service creation, delivery and perception?
– What new processes, methods and measures can be applied to ensure the role of QoE in innovation?
– What new business and societal values can be envisaged for QoE research?
Overall, this session shall provide a forum for researchers and practitioners from industry to look into the future of QoE research, joining forces with experts from other communities such as UX, HCI, as well as Economics, Management, etc.

Topics of interest

  • The Devil’s Advocate’s view on different aspects of QoE research
  • Value of QoE research beyond multimedia consumption
  • New applications and services relevant to QoE research
  • New approaches and tools relevant to QoE research (e.g. Big Data analytics)
  • Joint efforts between QoE and User Experience research
  • Relationship between qualitative and quantitative data, user behavior and churn
  • QoE by design for future and emerging technologies (e.g., Virtual and Augmented Reality)
  • Business and societal aspects of QoE
  • Innovation through QoE research
  • Industrial aspects of QoE
  • Lifecycle aspects (e.g. requirements engineering and upgrade strategies) for services
  • Application of QoE research results “in real life”