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Stefan Uhrig



Stefan received M.Sc. degrees in Psychology at the University of Giessen (2013) and in Human Factors at the Technical University of Berlin (2016). Since February 2017, he is working as a scholarship PhD student at the Quality and Usability Lab.

Research Topics

► Perceived quality (with focus on transmitted speech)

► Psychophysiology (electroencephalography, EEG)

► Data analysis and statistics

Current Project

Physiological correlates of perceived quality, presence and immersion in virtual environments (part of joint PhD program between TU Berlin, Germany, and NTNU Trondheim, Norway)



Quality and Usability Lab
Deutsche Telekom Laboratories
Technische Universität Berlin
Ernst-Reuter-Platz 7
D-10587 Berlin, Germany


Investigating the Relationship of Mental Immersion and Physiological Measures during Cloud Gaming
Citation key schmidt2020b
Author Schmidt, Steven and Uhrig, Stefan and Reuschel, Domenic
Title of Book 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Pages 1–6
Year 2020
ISBN 978-1-7281-5965-2
DOI 10.1109/QoMEX48832.2020.9123133
Location Athlone, Ireland
Month may
Publisher IEEE
Series QoMEX ’20
How Published Fullpaper
Abstract The ultimate goal of designing game applications is to evoke a state of mental immersion in human users. Recently, advancing and very promising cloud gaming services catch high interest of the research community and industry. Cloud gaming services reduce computational costs of a client by outsourcing the game logic and rendering to a remote server. Consequently, the degree to which a game runs smoothly and enables uninterrupted interaction depends on impairments of the network connection between client and server. Furthermore, the visibility of such impairments may be constrained by properties of the visual display at the client-side. The present paper investigates the impact of common network impairments (bit rate, delay, packet loss) and screen size (small, medium, large) on mental immersion. In addition to traditional subjective assessment using the Immersive Experience Questionnaire (IEQ), also less intrusive, continuous physiological methods are employed (electrocardiography, ECG; electro-dermal activity, EDA). Participants engaged in playing an action platform computer game under different combinations of network impairments and screen sizes. Results revealed a small main effect of screen size on gaming Quality of Experience and real-world dissociation ratings between the small and medium screen size. Effects of network impairments on all IEQ scales were significant and also manifested as increased heart rate variability for packet loss. Besides, positive correlations were found between IEQ scales and heart rate variability. These findings suggest that network impairments influencing gameplay interaction might be of higher importance for immersive experience than varying screen size. Heart rate variability shows promise as a useful ECG measure in future studies on gaming immersion.
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