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A Practical Barrier to Everyday VR Hybrid Communication: Task Breakdown Under Packet Loss
Conference proceeding   Peer reviewed

A Practical Barrier to Everyday VR Hybrid Communication: Task Breakdown Under Packet Loss

Femi Adeyemi-Ejeye and Xu Dong
IMX '26: Proceedings of the 2026 ACM International Conference on Interactive Media Experiences
ACM International Conference on Interactive Media Experiences (IMX) (Athlone, Ireland, 09/06/2026–11/06/2026)
24/04/2026

Abstract

QoE hybrid communication packet loss task-based evaluation Video Quality Immersive Media Network experimentation Immersive Computer & Video Games Virtual Reality
This paper presents interim results from an ongoing study investigating VR-mediated hybrid communication using commercial conferencing platforms under controlled packet-loss conditions. We examine how network degradation affects both perceived audiovisual quality and task-based communication performance in a gesture-based interaction task. Results show that while Mean Opinion Scores (MOS) decrease gradually with increasing packet loss, task performance remains stable up to 10% packet loss before declining sharply at higher impairment levels, indicating a possible communication breakdown threshold. Communication effort also increased with packet loss, rising sharply at higher impairment levels alongside the marked drop in task performance. This suggests one practical barrier to everyday adoption: users may experience systems as only moderately degraded while the communication channel needed for the task is already becoming unreliable. More broadly, these interim findings indicate that subjective quality measures alone may not reflect whether a system remains effective for its intended task. CCS Concepts • Human-centered computing → Empirical studies in collab-orative and social computing.
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Author's Accepted Manuscript Embargoed Access, Embargo ends: 09/06/2026

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