Many devices, such as tablets, smartphones, notebooks, fixed and portable navigation systems are used on a (nearly) daily basis, both in in- and outdoor environments. It is often argued that contextual factors, such as the ambient illuminance in relation to characteristics of the display (e.g., surface treatment, screen reflectance, display luminance …) may have a strong influence on the use of such devices and corresponding user experiences. However, the current understanding of these influence factors is still rather limited. In this work, we therefore focus in particular on the impact of lighting and display luminance on readability, visual performance, subjective experience and preference. A controlled lab study (N=18) with a within-subjects design was performed to evaluate two car displays (one glossy and one matte display) in conditions that simulate bright outdoor lighting conditions. Four ambient luminance levels and three display luminance settings were combined into 7 experimental conditions. More concretely, we investigated for each display: (1) whether and how readability and visual performance varied with the different combinations of ambient luminance and display luminance and (2) whether and how they influenced the subjective experience (through self-reported valence, annoyance, visual fatigue) and preference. The results indicate a limited, yet negative influence of increased ambient luminance and reduced contrast on visual performance and readability for both displays. Similarly, we found that the self-reported valence decreases and annoyance and visual fatigue increase as the contrast ratio decreases and ambient luminance increases. Overall, the impact is clearer for the matte display than for the glossy display.
KEYWORDS: Video, Error analysis, Electroencephalography, Analytical research, Multimedia, Electronic imaging, Video processing, Video coding, Digital video discs, Electrodes
Evaluating (audio)visual quality and Quality of Experience (QoE) from the user’s perspective, has become a key element
in optimizing users’ experiences and their quality. Traditionally, the focus lies on how multi-level quality features are
perceived by a human user. The interest has however gradually expanded towards human cognitive, affective and
behavioral processes that may impact on, be an element of, or be influenced by QoE, and which have been underinvestigated
so far. In addition, there is a major discrepancy between the new, broadly supported and more holistic
conceptualization of QoE proposed by Le Callet et al. (2012) and traditional, standardized QoE assessment. This paper
explores ways to tackle this discrepancy by means of a multi-instrumental approach. More concretely, it presents results
from a lab study on video quality (N=27), aimed at going beyond the dominant QoE assessment paradigm and at
exploring affective aspects in relation to QoE and in relation to perceived overall quality. Four types of data were
collected: ‘traditional’ QoE self-report measures were complemented with ‘alternative’, emotional state- and user
engagement-related self-report measures to evaluate QoE. In addition, we collected EEG (physiological) data, gazetracking
data and facial expressions (behavioral) data. The video samples used in test were longer in duration than is
common in standard tests allowing us to study e.g. more realistic experience and deeper user engagement. Our findings
support the claim that the traditional QoE measures need to be reconsidered and extended with additional, affective staterelated measures.
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