Recommendation ITU-T P.1320 (07/2022) Quality of experience assessment of extended reality meetings
Summary
History
FOREWORD
Table of Contents
1 Scope
2 References
3 Definitions
     3.1 Terms defined elsewhere
     3.2 Terms defined in this Recommendation
4 Abbreviations and acronyms
5 Conventions
6 Overview of concepts and technologies used for XR telemeetings
     6.1 XR telemeeting
     6.2 Virtual reality (VR)
     6.3 Augmented reality
     6.4 Assisted reality
     6.5 Mixed reality (MR)
     6.6 Mediated reality
     6.7 Metaverse
     6.8 QoE constituent
     6.9 Quality features
7 Use cases
     7.1 Use cases in 3GPP
     7.2 Spatial audio multiparty call
     7.3 Remote system operation over XR telemeeting
     7.4 XR conference
8 Factors influencing QoE of XR telemeetings
     8.1 Human influence factors (HIFs)
          8.1.1 Characteristics of the perceptual and cognitive processes
          8.1.2 Internal state of individual participants
          8.1.3 Conversation behaviour
          8.1.4 Relations between participants
          8.1.5 Language and body language aspects
     8.2 Context influence factors (CIFs)
          8.2.1 Communication environment
          8.2.2 Use case
          8.2.3 Communication scenario
          8.2.4 Time aspects
     8.3 System influence factors (SIFs)
          8.3.1 Human/world-related factors
               8.3.1.1 Degrees of freedom
               8.3.1.2 Representation of users
               8.3.1.3 Realism/style
               8.3.1.4 Locomotion
               8.3.1.5 Positioning
               8.3.1.6 Proxemics
          8.3.2 Rendering
               8.3.2.1 Rendering per client
               8.3.2.2 Multiparty effects on rendering
               8.3.2.3 Rendering errors
               8.3.2.4 Resolutions
               8.3.2.5 Foveated rendering
               8.3.2.6 Overlaying rendered images
          8.3.3 Network and compression
               8.3.3.1 Media encoding/decoding
               8.3.3.2 Latency
               8.3.3.3 Bandwidth requirements
               8.3.3.4 Synchronization requirements
9 Constituents of QoE in XR telemeetings
     9.1 Simulator sickness
     9.2 Immersion
     9.3 Presence, co-presence and social presence
     9.4 Plausibility
     9.5 Ethics of XR use
     9.6 Carving out mental space
     9.7 Fatigue and cognitive load
     9.8 Ability to reach goals
10 Test methods targeting XR telemeeting QoE
     10.1 Test paradigms
          10.1.1 Conversation and behaviour analysis
          10.1.2 Post-experience questionnaires
          10.1.3 Physiological measurements
Appendix I  Related work in other standardization bodies and industry
     I.1 3rd Generation Partnership Project (3GPP)
     I.2 Virtual Reality Industry Forum (VRIF)
     I.3 Moving Picture Experts Group (MPEG)
          I.3.1 MPEG-I: Coded Representation of Immersive Media, ISO/IEC 23090
          I.3.2 ISO/IEC JTC 1/SC 29/AG 5 MPEG Visual Quality Assessment
     I.4 Khronos Group
     I.5 Video Quality Experts Group (VQEG)
     I.6 European Network on Quality of Experience in Multimedia Systems and Services (Qualinet)
     I.7 World Wide Web Consortium (W3C)
     I.8 ITU-T SG16/Q8 Immersive Live Experiences
Bibliography
<\pre>