
QoE in VR
Improving Quality of Experience in Virtual Reality
A Mixed-Methods Empirical Approach To Mapping and Measuring Factors Influencing the Quality of Experience of People in Virtual Reality
Virtual Reality (VR) is shifting from a niche entertainment tool to a widely adopted technology with implications in training, social interactions, therapy, and beyond. Traditional measures of system performance (Quality of Service, QoS) fail to capture the full spectrum of user satisfaction, especially in immersive environments where emotional and cognitive factors play a central role. This thesis addresses that gap by focusing on Quality of Experience (QoE)—a user-centric metric encompassing presence, embodiment, and other subjective dimensions of VR engagement.
Using a mixed-methods approach rooted in pragmatist feminism, the project combines objective physiological data (such as electrodermal activity and eye-tracking) with user narratives and self-reports. From these data sources, a holistic model is proposed, integrating technical parameters, design elements, contextual factors, and diverse user perspectives. Additionally, the research provides practical protocols for sensor-based data collection in VR, aiming to advance reproducibility and inclusivity in this field.
Ultimately, the thesis delivers both a theoretical framework and concrete guidelines for optimizing QoE in VR, highlighting the importance of interdisciplinary collaboration and ethical considerations. By bridging engineering, psychology, and human-computer interaction, this work illuminates new avenues for research and commercial development, ensuring that VR applications not only function well technically but also resonate with users’ emotional and experiential needs.
Publications
De Letter, J., Zheleva, A., Maes, M., All, A., De Marez, L., & Durnez, W. (2021). What did you expect? Modelling quality of experience for virtual reality using the repertory grid technique. QUALITY AND USER EXPERIENCE, 6(1). https://doi.org/10.1007/s41233-021-00045-6
Zheleva, A., De Marez, L., Talsma, D., & Bombeke, K. (2024). Intersecting realms : a cross-disciplinary examination of VR quality of experience research. VIRTUAL REALITY, 28(3). https://doi.org/10.1007/s10055-024-01031-x
Zheleva, A., Hardeman, J., Durnez, W., Vanroelen, C., De Bruyne, J., Osei Tutu, D., … Bombeke, K. (2023). The impact of eye gaze on social interactions of females in social virtual reality : the mediating role of the uncanniness of avatars and the moderating role of task type. HELIYON, 9(10). https://doi.org/10.1016/j.heliyon.2023.e20165
Zheleva, A., Gil, M. K., Pelosin, E., Talsma, D., De Marez, L., & Bombeke, K. (2024). Kitchen horrors : unravelling the influence of multimodal stressors on user experience in virtual reality through electrodermal activity. In T. Ahram & C. Falcão (Eds.), Human factors in virtual environments and game design (Vol. 137, pp. 10–19). https://doi.org/10.54941/ahfe1004982
Zheleva, A., Durnez, W., Bombeke, K., Van Wallendael, G., & De Marez, L. (2020). Seeing is believing : the effect of video quality on quality of experience in virtual reality. 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX). Presented at the 12th International Conference on Quality of Multimedia Experience (QoMEX), Athlone, Ireland. https://doi.org/10.1109/qomex48832.2020.9123075
Participants
Aleksandra Zheleva
Klaas Bombeke
Durk Talsma
Lieven De Marez
Funding
Fonds Wetenschappelijk Onderzoek (FWO) Fundamental Research Fellowship