Assessing the Impact of Network Quality-of-Service on Metaverse Virtual Reality User Experience
Rahul Dev Tripathi, Minzhao Lyu, Vijay Sivaraman

TL;DR
This study empirically evaluates how network Quality-of-Service parameters like bandwidth, latency, and packet loss affect user experience in metaverse VR applications, highlighting key factors influencing immersion and usability.
Contribution
It identifies specific network QoS metrics impacting VR user experience and benchmarks their effects across different metaverse platforms and scenarios.
Findings
Environment freeze is more affected by packet loss than latency.
Private events require better network conditions than public hubs.
Freeze level remains stable despite increased latency.
Abstract
Metaverse virtual reality (VR) applications enable users to socialise, work, entertain, and study online with immersive experiences beyond the classic PC-based interactions. While the 360-degree immersion enables users to be fully engaged in a virtual scenario, suboptimal Quality-of-Experience (QoE) like poorly displayed 3D graphics, disruptive loading time, or motion lagging caused by degraded network Quality-of-Service (QoS) can be perceived by users much worse (such as dizziness) than a monitor visualisation. This paper empirically measures user QoE of metaverse VR caused by network QoS. Specifically, by focusing on both public social hubs and private user-created events in three popular metaverse VR applications (Rec Room, VRChat and MultiverseVR), we first identify three metrics, including environment freeze level, peripheral content loading time, and control response time, that…
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Taxonomy
TopicsDiverse Topics in Contemporary Research · Diverse Approaches in Healthcare and Education Studies · Consumer Perception and Purchasing Behavior
