QoE in Multi-user Collaborative Virtual Reality Games: Impact of Network and Avatar Quality

This paper presents the results of a subjective assessment investigating the impact of multiple factors (network, avatar, and player role) on the perceived Quality of Experience (QoE) in a multi-user collaborative virtual reality (VR) game. Forty test participants collaborated in pairs to complete a cooking VR game, wearing a Meta Quest Pro headset, under variable network conditions (no impairments or delayed network traffic), using diverse types of avatars (cartoon-style and humanoid), and interpreting different roles (teacher and student). A humanoid custom avatar has been implemented that replicates the user’s facial expressions and body movements to investigate whether the introduction of non-verbal emotional communication within a VR environment influences the perceived user experience. Quality-and emotion-related subjective metrics were rated by test participants at the end of each test session, and the computed results show that the cartoon-like avatar, being lightweight, provides the highest perceived QoE even when the network was impaired. On the other hand, while the QoE using the humanoid avatar lowers with the introduction of network distortions (because of the larger amount of data required to replicate the facial expressions), the ability to see the facial expressions of the partner prevents a greater reduction of user experience due to the network issues.

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Publication Details

Published
2025-09-30
DOI
https://doi.org/10.1109/qomex65720.2025.11219890
Primary Topic
Virtual Reality Applications and Impacts
Type
article
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article

QoE in Multi-user Collaborative Virtual Reality Games: Impact of Network and Avatar Quality

Gülnaziye Bingöl, Luigi Atzori, Alessandro Floris, Simone Porcu et al.
Virtual Reality Applications and Impacts
article

QoE in Multi-user Collaborative Virtual Reality Games: Impact of Network and Avatar Quality

Gülnaziye Bingöl, Luigi Atzori, Alessandro Floris, Simone Porcu, Lazizjon Suyunov, Zukhriddin Kamolov
article en

Abstract

This paper presents the results of a subjective assessment investigating the impact of multiple factors (network, avatar, and player role) on the perceived Quality of Experience (QoE) in a multi-user collaborative virtual reality (VR) game. Forty test participants collaborated in pairs to complete a cooking VR game, wearing a Meta Quest Pro headset, under variable network conditions (no impairments or delayed network traffic), using diverse types of avatars (cartoon-style and humanoid), and interpreting different roles (teacher and student). A humanoid custom avatar has been implemented that replicates the user’s facial expressions and body movements to investigate whether the introduction of non-verbal emotional communication within a VR environment influences the perceived user experience. Quality-and emotion-related subjective metrics were rated by test participants at the end of each test session, and the computed results show that the cartoon-like avatar, being lightweight, provides the highest perceived QoE even when the network was impaired. On the other hand, while the QoE using the humanoid avatar lowers with the introduction of network distortions (because of the larger amount of data required to replicate the facial expressions), the ability to see the facial expressions of the partner prevents a greater reduction of user experience due to the network issues.

University of Cagliari (IT), Sapienza University of Rome (IT)
Openalex Percentile: Top 67%
Virtual Reality Applications and Impacts
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