Image Processing Reference
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and crosstalk; and, those leading to stereoscopic disparities as the disparity level,
which shows a larger effect at short convergence distances [ 79 - 81 ]. Other mean-
ingful studies show, for instance, that the level of simulator sickness is positively
correlated with the geometric field-of-view [ 61 ]. Interestingly, presence was posi-
tively correlated with simulator sickness while enjoyment showed the opposite
behavior. Similarly, a relationship between the immersive technology used and the
severity of the negative effects reported was found in [ 82 ]. From the three
immersive technologies analyzed (PC, Head Mounted Display (HMD), and big
screen), HMD was the one producing more negative effects.
2.4
Implementing Multi-sensorial Media: Current Issues
and Future Challenges
In an attempt to deliver a more immersive experience (i.e., more extensive, inclu-
sive, surrounding, and vivid and in consequence, more enjoyable), several works
propose the integration of sensory effects (beyond the conventional audiovisual
content) into a multimedia asset. In particular, the concept seems to have the
potential to bring actual immersive experiences to the home in a non-disruptive
manner. That is, presenting sensory effects as a complement to current display
technology that can be progressively adopted in transparent way.
An early initiative introducing meaningful lighting effects as a mean to comple-
ment the main audiovisual content is illustrated in [ 71 ]. Using their HomeLab
research facility, the authors installed the Philips Living Light system. The system
comprised four LightSpeakers (left-right front-back), a CenterLight, and a
SubLight (situated underneath the couch). Ad-hoc light scripts were developed,
with the support of light designers, theatre lighting experts, filmmakers, and
musicians, for selected pieces of film and music. In the qualitative interview
conducted participants expressed that lighting effects made watching movies or
listening to music a very enjoyable and more immersive experience . The concept
was also found appealing for creating personalized ambiances at home in the
context of other social or personal activities.
The authors in [ 83 ] present sensory effects as a new dimension contributing to
the QoE. The sensory effects are defined by the Sensory Effect Metadata (SEM)
which should accompany or be retrieved together with the media content. The
media processing engine is responsible for playing the audiovisual content and the
corresponding sensory effects in a synchronized manner, considering the capabil-
ities of the rendering devices. In one of their experiments, the authors analyze the
influence of wind, vibration, and light effects in the user experience across different
genres [ 72 ]. They found that the QoE was positively influenced by the introduction
of sensory effects in the case of documentary, sports, and action genres. A less
noticeable but still positive influence was found for commercials. As future
research, Timmerer et al. [ 83 ] outline the need to establish a quality/utility model
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