This journal presents research on the human experience and quality perception of digital media, telecommunication and Information Communications Technology (ICT) products and interactive services. Coverage includes mobile and pervasive applications, augmented and virtual reality, gaming, video conferencing, telepresence, and video-on-demand. An example goal would be to develop a new metric based on subjective or objective analysis. Tactics described here can be human centered (e.g., to characterize user perceptions) or technology centered (to guide product development).
The journal promotes integration of knowledge by assembling a range of disciplinary perspectives on experience quality: quality of experience (QoE), user experience (UX), quality management, usability engineering, human-centered design, cognitive processes, subjective audio & video quality assessment, and human-computer interaction.
The journal encourages and enables first class research from any scientific discipline that contributes to and shows relevance to quality of experience and user experience. Examples include: development of a new metric based on subjective or objective analysis; taxonomies and models to define and explain quality of experience and user experience; relationship to other concepts such as user acceptance or value systems; lab or situated studies delivering insights to specific experience aspects, discussion of influence factors on UX and QoE and their relationships; the significance of time for the dynamics of user experience and quality of experience, relevant insights from different disciplines such as design, psychology, social sciences or material science; research in contextual experiences to capture specific situations including specific domain aspects; tools and frameworks towards the development of next generation experiences; methods to capture, analyze, design and evaluate user experience and quality of experience; user experience research related to special user groups, special needs as well personal differences; insights on the design of experiences from the constructive as well as from the process perspective; experience design approaches and methods; viewpoints on the meaning of experience design; and experience design for specific application domains.
- Presents research on human experience and digital media
- Explores human-centered and technology-centered approaches
- Examines a range of perspectives on quality of experience
- Sebastian Moeller,
- Katrien De Moor
- Publishing model
- Hybrid. Open Access options available
- 97 days
- Submission to first decision
- 220 days
- Submission to acceptance
- 13,450 (2019)
This is part of 1 collection:
Authors (first, second and last of 4)
SUR-FeatNet: Predicting the satisfied user ratio curve for image compression with deep feature learning
Authors (first, second and last of 7)
Visual attention-aware quality estimation framework for omnidirectional video using spherical Voronoi diagram
Authors (first, second and last of 6)
As a result of the significant disruption that is being caused by the COVID-19 pandemic we are very aware that many researchers will have difficulty in meeting the timelines associated with our peer review process during normal times. Please do let us know if you need additional time. Our systems will continue to remind you of the original timelines but we intend to be highly flexible at this time.
A full list of all current calls for papers and open special issues is available.