Quality of Experience (QoE) is an interdisciplinary concept that assesses an individual’s level of satisfaction and engagement during an interaction, based on sensory perception, sub- jective interpretation, and cultural influences. QoE varies among individuals due to personal factors such as cultural background and emotional state, and it is complex to evaluate as it includes sensory engagement, emotional responses, and intellectual reflection. This thesis examines how movement and emotion influence QoE, and how body movements can reveal insights into the quality of the user’s experience. Existing emotion databases were examined, and a new one was developed to support an emotion recognition system based on Machine Learning (ML). Moreover, this thesis explores the potential of Virtual Reality (VR) as a tool for immersive and interactive experience, transforming the user from a passive observer to an active participant and personalizing QoE based on the user’s movements and choices. The findings of this thesis open new perspectives on utilizing VR as an immersive tool to enhance user well-being and emotional communication across different fields, including rehabilitation and the arts.

Mannocchi, I. (2025). Quality of Experience across different application areas.

Quality of Experience across different application areas

mannocchi
2025-11-26

Abstract

Quality of Experience (QoE) is an interdisciplinary concept that assesses an individual’s level of satisfaction and engagement during an interaction, based on sensory perception, sub- jective interpretation, and cultural influences. QoE varies among individuals due to personal factors such as cultural background and emotional state, and it is complex to evaluate as it includes sensory engagement, emotional responses, and intellectual reflection. This thesis examines how movement and emotion influence QoE, and how body movements can reveal insights into the quality of the user’s experience. Existing emotion databases were examined, and a new one was developed to support an emotion recognition system based on Machine Learning (ML). Moreover, this thesis explores the potential of Virtual Reality (VR) as a tool for immersive and interactive experience, transforming the user from a passive observer to an active participant and personalizing QoE based on the user’s movements and choices. The findings of this thesis open new perspectives on utilizing VR as an immersive tool to enhance user well-being and emotional communication across different fields, including rehabilitation and the arts.
26-nov-2025
36
ELETTRONICA APPLICATA
Quality of experience, Virtual Reality, Rehabilitation
CARLI, Marco
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11590/526616
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