Solving Complex Issues through Immersive Narratives — Does QoE Play a Role?


A transdisciplinary dialogue and innovative research, including technical and artistic research as well as digital humanities are necessary to solve complex issues. We need to support and produce creative practices, and engage in a critical reflection about the social and ethical dimensions of our current technology developments. At the core is an understanding that no single discipline, technology, or field can produce knowledge capable of addressing the complexities and crises of the contemporary world. Moreover, we see the arts and humanities as critical tools for understanding this hyper-complex, mediated, and fragmented global reality. As a use case, we will consider the complexity of extreme weather events, natural disasters and failure of climate change mitigation and adaptation, which are the risks with the highest likelihood of occurrence and largest global impact (World Economic Forum, 2017). Through our project, World of Wild Waters (WoWW), we are using immersive narratives and gamification to create a simpler holistic understanding of cause and effect of natural hazards by creating immersive user experiences based on real data, realistic scenarios and simulations. The objective is to increase societal preparedness for a multitude of stakeholders. Quality of Experience (QoE) modeling and assessment of immersive media experiences are at the heart of the expected impact of the narratives, where we would expect active participation, engagement and change, to play a key role [1].

Here, we present our views of immersion and presence in light of Quality of Experience (QoE). We will discuss the technical and creative considerations needed for QoE modeling and assessment of immersive media experiences. Finally, we will provide some reflections on QoE being an important building block in immersive narratives in general, and especially towards considering Extended Realities (XR) as an instantiation of Digital storytelling.

But what is Immersion and an Immersive Media Experience?

Immersion and immersive media experiences are commonly used terms in industry and academia today to describe new digital media. However, there is a gap in definitions of the term between the two worlds that can lead to confusions. This gap needs to be filled for XR to become a success and finally hit the masses, and not simply vanish as it has done so many times before since the invention of VR in 1962 by Morton Heilig (The Sensorama, or «Experience Theatre»). Immersion, thus far, can be plainly put as submersion in a medium (representational, fictional or simulated). It refers to a sense of belief, or the suspension of disbelief, while describing  the experience/event of being surrounded by an environment (artificial, mental, etc.). This view is contrasted by a data-oriented view often used by technophiles who regard immersion as a technological feat that ensures a multimodal sensory input to the user [2]. This is the objective description, which views immersion as quantifiable afforded or offered by the system (computer and head-mounted display (HMD), in this case).

Developing immersion on these lines risks favoring the typology of spatial immersion while alienating the rest (phenomenological, narrative, tactical, pleasure, etc.). This can be seen in recent VR applications that propel high-fidelity, low-latency, and precision-tracking products that aim to simulate the exactitude of sensorial information (visual, auditory, haptic) available in the real world to make the experience as ‘real’ as possible – a sense of realness, that is not necessarily immersive [3].

Another closely related phenomenon is that of presence, shortened from its original 1980’s form of telepresence [3]. It is a core phenomenon for immersive technologies describing an engagement via technology where one feels as oneself, even though physically removed. This definition was later appropriated for simulated/virtual environments where it was described as a “feeling of being transported” into the synthetic/artificial space of a simulated environment. It is for this reason that presence, a subjective sensation, is most often associated with spatial immersion. A renewed interest in presence research has invited fresh insights into conceptualizing presence.

Based on the technical or system approach towards immersion, we can refer to immersive media experiences through the definitions given in in Figure 1.

Figure 1. Evolution of current immersive media experiences

Figure 1. Definitions of current immersive media experiences

Much of the media considered today still consists of audio and visual presentations, but now enriched by new functionality such as 360 view, 3D and enabling interactivity. The ultimate goals are to create immersive media experiences by digitally creating real world presence by using available media technology and optimizing the experience as perceived by the participant [4].

Immersive Narratives for Solving Complex issues

The optimized immersive experience can be used in various domains to help solve complex issues by narration or gamification. Through World of Wild Waters (WoWW) we aim to focus on immersive narration and gamification of natural hazards. The project focuses on implication of immersive storytelling for disaster management by depicting extreme weather events and natural disasters. Immersive media experiences can present XR solutions for natural hazards by simulating real time data and providing people with a hands-on experience of how it feels to face an unexpected disaster. Immersive narratives can be used to allow people to be better prepared by experiencing the effects of different emergency scenarios while in a safe environment. However, QoE modeling and assessment for serious immersive narrations is a challenge and one need to carefully combine immersion, media technology and end user experiences for solving such complex issues.

Does QoE Play a Role?

Current state-of-the-art (SOTA) in immersive narratives from a technology point of view is by implementing virtual experience through Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR), commonly referred to as eXtended Realities (XR) seen as XR. Discussing the SOTA of XR is challenging as it exists across a large number of companies and sectors in form of fragmented domain specific products and services, and is changing from quarter to quarter. The definitions of immersion and presence differ, however, it is important to raise awareness of its generic building blocks to start a discussion on the way to move forward. The most important building blocks are the use of digital storytelling in the creation of the experience and the quality of the final experiences as perceived by the participants.

XR relies heavily on immersive narratives, stories where the experiences surround you providing a sense of realness as well as a sense of being there. Following Mel Slaters platform for VR [5], immersion consists of three parts:

  1. the concrete technical system for production,
  2. the illusions we are addressing and
  3. the resulting experience as interpreted by the participant.

The illusions part of XR play on providing a sense of being in a different place, which through high quality media makes us perceive that this is really happening (plausibility). Providing a high-quality experience eventually make us feel as participants in the story (agency). Finally, by feeling we are really participating in the experience, we get body ownership in this place. To be able to achieve these high-quality future media technology experiences we need new work processes and work flows for immersive experiences, requiring a vibrant connection between artists, innovators and technologists utilizing creative narratives and interactivity. To validate their quality and usefulness and ultimately business success, we need to focus on research and innovation within quality modeling and assessment making it possibly for the creators to iteratively improve the performance of their XR experience.

A transdisciplinary approach to immersive media experiences amplifies the relevance of content. Current QoE models predominantly treat content as a system influence factor, which allows for evaluations limited to its format, i.e., nature (e.g., image, sound, motion, speech, etc.) and type (e.g., analog or digital). Such a definition seems insufficient given how much the overall perceptual quality of such media is important. With technologies becoming mainstream, there is a global push for engaging content. Successful XR applications require strong content to generate, and retain, interest. One-time adventures, such as rollercoaster rides, are now deal breakers. With technologies, users too have matured, as the novelty factor of such media diminishes so does the initial preoccupation with interactivity and simulations. Immersive experiences must rely on content for a lasting impression.

However, the social impact of this media saturated reality is yet to be completely understood. QoE modeling and assessment and business models are evolving as we see more and more experiences being used commercially. However, there is still a lot of work to be done in the fields of the legal, ethical, political, health and cultural domains.


Immersive media experiences make a significant impact on the use and experience of new digital media through new and innovative approaches. These services are capable of establishing advanced transferable and sustainable best practices, specifically in art and technology, for playful and liveable human centered experiences solving complex problems. Further, the ubiquity of such media is changing our understanding for mediums as they form liveable environments that envelop our lives as a whole. The effects of these experiences are challenging our traditional concepts of liveability, which is why it is imperative for us to approach them as a paradigmatic shift in the civilizational project. The path taken should merge work on the technical aspects (systems) with the creative considerations (content).

Reference and Bibliography Entries

[1] Le Callet, P., Möller, S. and Perkis, A., 2013. Qualinet White Paper on Definitions of Quality of Experience (2012). European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003). Version 1.2. Mar-2013. [URL]

[2] Perrin, A.F.N.M., Xu, H., Kroupi, E., Řeřábek, M. and Ebrahimi, T., 2015, October. Multimodal dataset for assessment of quality of experience in immersive multimedia. In Proceedings of the 23rd ACM international conference on Multimedia (pp. 1007-1010). ACM. [URL]

[3] Normand, V., Babski, C., Benford, S., Bullock, A., Carion, S., Chrysanthou, Y., Farcet, N., Frécon, E., Harvey, J., Kuijpers, N. and Magnenat-Thalmann, N., 1999. The COVEN project: Exploring applicative, technical, and usage dimensions of collaborative virtual environments. Presence: Teleoperators & Virtual Environments, 8(2), pp.218-236. [URL]

[4] A. Perkis and A. Hameed, “Immersive media experiences – what do we need to move forward?,” SMPTE 2018, Westin Bonaventure Hotel & Suites, Los Angeles, California, 2018, pp. 1-12.
doi: 10.5594/M001846

[5] M. Slater, MV Sanchez-Vives, “Enhancing Our Lives with Immersive Virtual Reality”, Frontiers in Robotics and AI, 2016 –

Note from the Editors:

Quality of Experience (QoE) in the context of immersive media applications and services are gaining momentum as such apps/services become available. Thus, it requires a deep integrated understanding of all involved aspects and corresponding scientific evaluations of the various dimensions (including but not limited to reproducibility). Therefore, the interested reader is referred to QUALINET and QoMEX, specifically QoMEX2019 which play a key role in this exciting application domain.

Towards an Integrated View on QoE and UX: Adding the Eudaimonic Dimension

In the past, research on Quality of Experience (QoE) has frequently been limited to networked multimedia applications, such as the transmission of speech, audio and video signals. In parallel, usability and User Experience (UX) research addressed human-machine interaction systems which either focus on a functional (pragmatic) or aesthetic (hedonic) aspect of the experience of the user. In both, the QoE and UX domains, the context (mental, social, physical, societal etc.) of use has mostly been considered as a control factor, in order to guarantee the functionality of the service or the ecological validity of the evaluation. This situation changes when systems are considered which explicitly integrate the usage environment and context they are used in, such as Cyber-Physical Systems (CPS), used e.g. in smart home or smart workplace scenarios. Such systems dispose of sensors and actuators which are able to sample and manipulate the environment they are integrated into, and thus the interaction with them is somehow moderated through the environment; e.g. the environment can react to a user entering a room. In addition, such systems are used for applications which differ from standard multimedia communication in the sense that they are frequently used over a long or repeating period(s) of time, and/or in a professional use scenario. In such application scenarios the motivation of system usage can be divided between the actual system user and a third party (e.g. the employer) resulting in differing factors affecting related experiences (in comparison to services which are used on the user’s own account). However, the impact of this duality of usage motivation on the resulting QoE or UX has rarely been addressed in existing research of both scientific communities. 

In the context of QoE research, the European Network on Quality of Experience in Multimedia Systems and Services, Qualinet (COST Action IC 1003) as well as a number of Dagstuhl seminars [see note from the editors], started a scientific discussion about the definition of the term QoE and related concepts around 2011. This discussion resulted in a White Paper which defines QoE as “the degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and/ or enjoyment of the application or service in the light of the users personality and current state.” [White Paper 2012]. Besides this definition, the white paper describes a number of factors that influence a user’s QoE perception, e.g. human-, system- and contextual factors. Although this discussion lists a large set of influencing factors quite thoroughly, it still focuses on rather short-term (or episodic) and media related hedonic experiences. A first step towards integrating an additional (quality) dimension (to the hedonic one) has been described in [Hammer et al., 2018], where the authors introduced the eudaimonic perspective as being the user’s overall well-being as a result of system usage. The term “eudaimonic” stems from Aristoteles and is commonly used to designate a deeper degree of well-being, as a result of a self-fulfillment by developing one’s own strengths.

On a different side, UX research has historically evolved from usability research (which was for a long time focusing on enhancing the efficiency and effectiveness of the system), and was initially concerned with the prevention of negative emotions related to technology use. As an important contributor for such preventions, pragmatic aspects of analyzed ICT systems have been identified in usability research. However, the twist towards a modern understanding of UX focuses on the understanding of human-machine interaction as a specific emotional experience (e.g., pleasure) and considers pragmatic aspects only as enablers of positive experiences but not as contributors to positive experiences. In line with this understanding, the concept of Positive or Hedonic Psychology, as introduced by [Kahnemann 1999], has been embedded and adopted in HCI and UX research. As a result, the related research community has mainly focused on the hedonic aspects of experiences as described in [Diefenbach 2014] and as critically outlined by [Mekler 2016] in which the authors argue that this concentration on hedonic aspects has overcasted the importance of eudaimonic aspects of well-being as described in positive psychology. With respect to the measurement of user experiences, the devotion towards hedonic psychology comes also with the need for measuring emotional responses (or experiential qualities). In contrast to the majority of QoE research, where the measurement of the (single) experienced (media) quality of a multimedia system is in the focus, the measurement of experiential qualities in UX calls for the measurement of a range of qualities (e.g. [Bargas-Avila 2011] lists affect, emotion, fun, aesthetics, hedonic and flow as qualities that are assessed in the context of UX). Hence, this measurement approach considers a considerable broader range of quantified qualities. However, the development of the UX domain towards a design-based UX research that steers away from quantitatively measurable qualities and focuses more towards a qualitative research approach (that does not generate measurable numbers) has marginalized this measurement or model-based UX research camp in recent UX developments as denoted by [Law 2014].

While existing work in QoE mainly focuses on hedonic aspects (and in UX, also on pragmatic ones), eudaimonic aspects such as the development of one’s own strengths have not been considered extensively so far in the context of both research areas. Especially in the usage context of professional applications, the meaningfulness of system usage (which is strongly related to eudaimonic aspects) and the growth of the user’s capabilities will certainly influence the resulting experiential quality(ies). In particular, professional applications must be designed such that the user continues to use the system in the long run without frustration, i.e. provide long-term acceptance for applications which the user is required to use by the employer. In order to consider these aspects, the so-called “HEP cube” has been introduced in [Hammer et al. 2018]. It opens a 3-dimensional space of hedonic (H), eudaimonic (E) and pragmatic (P) aspects of QoE and UX, which are integrated towards a Quality of User Experience (QUX) concept.

Whereas a simple definition of QUX has not yet been set up in this context, a number of QUX-related aspects, e.g. utility (P), joy-of-use (H), meaningfulness (E), have been integrated into a multidimensional HEP construct. This construct is displayed in Figure 1. In addition to the well-known hedonic and pragmatic aspects of UX, it incorporates the eudaimonic dimension. Thereby, it shows the assumed relationships between aforementioned aspects of User Experience and QoE, and in addition usefulness and motivation (which is strongly related to the eudaimonic dimension). These aspects are triggered by user needs (first layer) and moderated by the respective dimension aspects joy-of-use (for hedonic), ease-of-use (pragmatic), and purpose-of-use (eudaimonic). The authors expect that a consideration of the additional needs and QUX aspects, and an incorporation of these aspects into application design, will not only lead to higher acceptance rates, but also to deep-grounded well-being of users. Furthermore, incorporation of these aspects into QoE and / or QUX modelling will improve their respective prediction performance and ecological validity.


Figure 1: QUX as a multidimensional construct involving HEP attributes, existing QoE/UX, need fulfillment and motivation. Picture taken from Hammer, F., Egger-Lampl, S., Möller, S.: Quality-of-User-Experience: A Position Paper, Quality and User Experience, Springer (2018).


  • [White Paper 2012] Qualinet White Paper on Definitions of Quality of Experience (2012).  European Network on Quality of Experience in Multimedia Systems and  Services (COST Action IC 1003), Patrick Le Callet, Sebastian Möller and Andrew Perkis, eds., Lausanne, Switzerland, Version 1.2, March 2013.
  • [Kahnemann 1999] Kahneman, D.: Well-being: Foundations of Hedonic Psychology, chap. Objective Happiness, pp. 3{25. Russell Sage Foundation Press, New York (1999)
  • [Diefenbach 2014] Diefenbach, S., Kolb, N., Hassenzahl, M.: The `hedonic’ in human-computer interaction: History, contributions, and future research directions. In: Proceedings of the 2014 conference on Designing interactive systems, pp. 305{314. ACM (2014)
  • [Mekler 2016] Mekler, E.D., Hornbaek, K.: Momentary pleasure or lasting meaning?: Distinguishing eudaimonic and hedonic user experiences. In: Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, pp. 4509{4520. ACM (2016)
  • [Bargas-Avila 2011] Bargas-Avila, J.A., Hornbaek, K.: Old wine in new bottles or novel challenges: A critical analysis of empirical studies of user experience. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 2689{2698. ACM (2011)
  • [Law 2014] Law, E.L.C., van Schaik, P., Roto, V.: Attitudes towards user experience (UX) measurement. International Journal of Human-Computer Studies 72(6), 526{541 (2014)
  • [Hammer et al. 2018] Hammer, F., Egger-Lampl, S., Möller, S.: Quality-of-User-Experience: A Position Paper, Quality and User Experience, Springer (2018).

Note from the editors:

More details on the integrated view of QoE and UX can be found in Hammer, F., Egger-Lampl, S. & Möller, “Quality-of-user-experience: a position paper”. Springer Quality and User Experience (2018) 3: 9.

The Dagstuhl seminars mentioned by the authors started a scientific discussion about the definition of the term QoE in 2009. Three Dagstuhl Seminars were related to QoE: 09192 “From Quality of Service to Quality of Experience” (2009), 12181 “Quality of Experience: From User Perception to Instrumental Metrics” (2012), and 15022 “Quality of Experience: From Assessment to Application” (2015). A Dagstuhl Perspectives Workshop 16472 “QoE Vadis?” followed in 2016 which set out to jointly and critically reflect on future perspectives and directions of QoE research. During the Dagstuhl Perspectives Workshop, the QoE-UX wedding proposal came up to marry the area of QoE and UX. The reports from the Dagstuhl seminars  as well as the Manifesto from the Perspectives Workshop are available online and listed below.

One step towards an integrated view of QoE and UX is reflected by QoMEX 2019. The 11th International Conference on Quality of Multimedia Experience will be held in June 5th to 7th, 2019 in Berlin, Germany. It will bring together leading experts from academia and industry to present and discuss current and future research on multimedia quality, quality of experience (QoE) and user experience (UX). This way, it will contribute towards an integrated view on QoE and UX, and foster the exchange between the so-far distinct communities. More details:


Quality of Experience Column: An Introduction

“Quality of Experience (QoE) is the degree of delight or annoyance of the user of an application or service. It results from the fulfillment of his or her expectations with respect to the utility and / or enjoyment of the application or service in the light of the user’s personality and current state.“ (Definition from the Qualinet Whitepaper 2013).

Research on Quality of Experience (QoE) has advanced significantly in recent years and attracts attention from various stakeholders. Different facets have been addressed by the research community like subjective user studies to identify QoE influence factors for particular applications like video streaming, QoE models to capture the effects of those influence factors on concrete applications, QoE monitoring approaches at the end user site but also within the network to assess QoE during service consumption and to provide means for QoE management for improved QoE. However, in order to progress in the area of QoE, new research directions have to be taken. The application of QoE in practice needs to consider the entire QoE eco-system and the stakeholders along the service delivery chain to the end user.

The term Quality of Experience dates back to a presentation in 2001 (interestingly, at a Quality of Service workshop) and Figure 1 depicts an overview of QoE showing some of the influence factors.


Figure 1. Quality of Experience (from Ebrahimi’09)

Different communities have been very active in the context of QoE. A long-established community is Qualinet which started in 2010. The Qualinet community ( provided a definition of QoE in its [Qualinet Whitepaper] which is a contribution of the European Network on Quality of Experience in Multimedia Systems and Services, Qualinet (COST Action IC 1003), to the scientific discussion about the term QoE and its underlying concepts. The concepts and ideas cited in this paper mainly refer to the Quality of Experience of multimedia communication systems, but may be helpful also for other areas where QoE is an issue. Qualinet is organized in different task forces which address various research topics: Managing Web and Cloud QoE; Gaming; QoE in Medical Imaging and Healthcare; Crowdsourcing; Immersive Media Experiences (IMEx). There is also a liaison relation with VQEG and a task force on Qualinet Databases providing a platform with QoE-related dataset. The Qualinet database ( is seen as a key for current and future developments in Quality of Experience, which resides in a rich and internationally recognized database of content of different sorts, and to share such a database with the scientific community at large.

Another example of the Qualinet activities is the Crowdsourcing task force. The goal of this task force is among others to identify the scientific challenges and problems for QoE assessment via crowdsourcing but also the strengths and benefits, and to derive a methodology and setup for crowdsourcing in QoE assessment including statistical approaches for proper analysis. Crowdsourcing is a popular approach that outsources tasks via the Internet to a large number of users. Commercial crowdsourcing platforms provide a global pool of users employed for performing short and simple online tasks. For quality assessment of multimedia services and applications, crowdsourcing enables new possibilities by moving the subjective test into the crowd resulting in larger diversity of the test subjects, faster turnover of test campaigns, and reduced costs due to low reimbursement costs of the participants. Further, crowdsourcing allows easily addressing additional features like real-life environments. Crowdsourced quality assessment however is not a straightforward implementation of existing subjective testing methodologies in an Internet-based environment. Additional challenges and differences to lab studies occur, in conceptual, technical, and motivational areas. The white paper [Crowdsourcing Best Practices] summarizes the recommendations and best practices for crowdsourced quality assessment of multimedia applications from the Qualinet Task Force on “Crowdsourcing” and is also discussed within the standardization ITU-T P.CROWD.

A selection of QoE related communities is provided in the following to give an overview on the pervasion of QoE in research.

  • Qualinet ( European Network on Quality of Experience in Multimedia Systems and Services as outlined above. Qualinet is also technical sponsor of QoMEX.  
  • QoMEX ( The International Conference on Quality of Multimedia Experience (QoMEX) is a top-ranked international conference and among the twenty-best conferences in Google Scholar for subcategory Multimedia. In 2019, the 11th International Conference on Quality of Multimedia Experience  will be held in June 5th to 7th, 2019 in Berlin, Germany. It will bring together leading experts from academia and industry to present and discuss current and future research on multimedia quality, quality of experience (QoE) and user experience (UX). This way, it will contribute towards an integrated view on QoE and UX, and foster the exchange between the so-far distinct communities.
  • ACM SIGMM ( Within the ACM community, QoE plays also a significant role in the major events like ACM Multimedia (ACM MM), where “Experience” is one of the four major themes. ACM Multimedia Systems (MMSys) regularly publishes works on QoE, and included special sessions on those topics in the last years. ACM MMsys 2019 will held from June 18 – 21, 2019 in Amherst, Massachusetts, USA.
  • ICME: The IEEE International Conference on Multimedia and Expo (IEEE ICME 2019) will be held from July 8-12, 2019 in Shanghai, China. It includes in the call for papers topics such as Multimedia quality assessment and metrics, and Multi-modal media computing and human-machine interaction.
  • ACM SIGCOMM ( Within ACM SIGCOMM, Internet-QoE workshops have been initiated in 2016 and 2017. The focus of the last edition was on QoE Measurements, QoE-based Traffic Monitoring and Analysis, QoE-based Network Management.
  • Tracking QoE in the Internet Workshop: A summary and the outcomes of the “Workshop on Tracking Quality of Experience in the Internet” at Princeton gives a very good impression on the QoE activities in US with a recent focus on QoE monitoring and measurable QoE parameters in the presence of constraints like encryption.  
  • SPEC RG QoE ( The mission of SPEC’s Research Group (RG) is to promote innovative research in the area of quantitative system evaluation and analysis by serving as a platform for collaborative research efforts fostering the interaction between industry and academia in the field. The SPEC research group on QoE is the starting point for the release of QoE ideas, QoE approaches, QoE measurement tools, and QoE assessment paradigms.
  • QoENet ( is a Marie Curie project, whose focus is the analysis, design, optimization and management of the QoE in advanced multimedia services, creating a fully-integrated and multi-disciplinary network of 12 Early Stage Researchers working in and seconded by 7 academic institutions, 3 private companies and 1 standardization institute distributed in 6 European countries and in South Korea. The project is then fulfilling the major objective of training through research of the young fellows to broader the knowledge in the field of the new generation of researchers. Significant research results have been achieved in the field of: QoE for online gaming, social TV and storytelling, and adaptive video streaming; QoE management in collaborative ISP/OTT scenarios; models for HDR, VR/AR and 3D images and videos.
  • Many QoE-related activities at a national level are also happening. For example, a community of professors and researchers from Spain organize a yearly workshop entitled “QoS and QoE in Multimedia Communications” since 2015 (URL of its latest edition: This community is targeted at establishing collaborations, sharing resources, and discussing about the latest contributions and open issues. The community is also pursuing the creation of a national network on QoE (like the Spanish Qualinet), and then involving international researchers in that network.
  • There are several standardization-related activities ongoing e.g. in standardization groups ITU, JPEG, MPEG, VQEG. Their specific interest in QoE will be summarized in one of the upcoming QoE columns.

The first QoE column will discuss how to approach an integrated view of QoE and User Experience. While research on QoE has mostly been carried out in the area of multimedia communications, user experience (UX) has addressed hedonic and pragmatic usage aspects of interactive applications. In the case of QoE, the meaningfulness of the application to the user and the forces driving the use have been largely neglected, while in the UX field, respective research has been carried out but hardly been incorporated in a model combined with the pragmatic and hedonic aspects. In the first column will be dedicated to recent ideas “Toward an integrated view of QoE and User Experience”. To give the readers an impression on the expected contents, we foresee in the upcoming QoE columns topics to discuss about recent activities like

  • Point cloud subjective evaluation methodology
  • Complex, interactive narrative design for complexity
  • Large-Scale Visual Quality Assessment Databases
  • Status and upcoming QoE activities in standardization
  • Active Learning and Machine Learning for subjective testing and QoE modeling
  • QoE in 5G: QoE management in softwarized networks with big data analytics
  • Immersive Media Experiences e.g. for VR/AR/360° video applications

Our aim for SIGMM Records is to share insights from the QoE community and to highlight recent development, new research directions, but also lessons learned and best practices. If you are interested in writing for the QoE column, or have something you would like to know more about in this area, please do not hesitate to contact the editors. The SIGMM Records editors responsible for QoE are active in different communities and QoE research directions.

The QoE column is edited by Tobias Hoßfeld and Christian Timmerer.

[Qualinet Whitepaper] Qualinet White Paper on Definitions of Quality of Experience (2012).  European Network on Quality of Experience in Multimedia Systems and Services (COST Action IC 1003), Patrick Le Callet, Sebastian Möller and Andrew Perkis, eds., Lausanne, Switzerland, Version 1.2, March 2013.” Qualinet_QoE_whitepaper_v1.2

[Crowdsourcing Best Practices] Tobias Hoßfeld et al. “Best Practices and Recommendations for Crowdsourced QoE-Lessons learned from the Qualinet Task Force ‘Crowdsourcing’” (2014). Qualinet_CSLessonsLearned_29Oct2014

Hossfeld_Tobias Tobias Hoßfeld is full professor at the University of Würzburg, Chair of Communication Networks, and is active in QoE research and teaching for more than 10 years. He finished his PhD in 2009 and his professorial thesis (habilitation) “Modeling and Analysis of Internet Applications and Services” in 2013 at the University of Würzburg. From 2014 to 2018, he was head of the Chair “Modeling of Adaptive Systems” at the University of Duisburg-Essen, Germany. He has published more than 100 research papers in major conferences and journals and received the Fred W. Ellersick Prize 2013 (IEEE Communications Society) for one of his articles on QoE. Among others, he is member of the advisory board of the ITC (International Teletraffic Congress), the editorial board of IEEE Communications Surveys & Tutorials and of Springer Quality and User Experience.
ct2013oct Christian Timmerer received his M.Sc. (Dipl.-Ing.) in January 2003 and his Ph.D. (Dr.techn.) in June 2006 (for research on the adaptation of scalable multimedia content in streaming and constrained environments) both from the Alpen-Adria-Universität (AAU) Klagenfurt. He joined the AAU in 1999 (as a system administrator) and is currently an Associate Professor at the Institute of Information Technology (ITEC) within the Multimedia Communication Group. His research interests include immersive multimedia communications, streaming, adaptation, Quality of Experience, and Sensory Experience. He was the general chair of WIAMIS 2008, QoMEX 2013, and MMSys 2016 and has participated in several EC-funded projects, notably DANAE, ENTHRONE, P2P-Next, ALICANTE, SocialSensor, COST IC1003 QUALINET, and ICoSOLE. He also participated in ISO/MPEG work for several years, notably in the area of MPEG-21, MPEG-M, MPEG-V, and MPEG-DASH where he also served as standard editor. In 2012 he cofounded Bitmovin ( to provide professional services around MPEG-DASH where he holds the position of the Chief Innovation Officer (CIO).