| 2021 | The Effects of Network Latency on Competitive First-Person Shooter Game Players. | Shengmei Liu, Mark Claypool, Atsuo Kuwahara, James J. Scovell, Jamie Sherman |
| 2021 | Study on user quitting in the Puffer live TV video streaming service. | Pierre R. Lebreton, Kazuhisa Yamagishi |
| 2021 | Groovability: Using Groove as a Novel Measure for Audio QoE with the Example of Smartphones. | Dominik Keller, Markus Vaalgamaa, Erkki Paajanen, Rakesh Rao Ramachandra Rao, Steve Gring, Alexander Raake |
| 2021 | Remapping of Hidden Area Mesh Pixels for Codec Speed-up in Remote VR. | Viktor Kelkkanen, Markus Fiedler, David Lindero |
| 2021 | Influence of Language Differences in Crowdsourcing Speech Quality Assessment Studies. | Rafael Zequeira Jimnez, Babak Naderi, Sebastian Mller |
| 2021 | Removing the Bias in Speech Quality Scores Collected in Noisy Crowdsourcing Environments. | Rafael Zequeira Jimnez, Gabriel Mittag, Sebastian Mller |
| 2021 | On Inter-Rater Reliability for Crowdsourced QoE. | Tobias Hofeld, Michael Seufert, Babak Naderi |
| 2021 | A Questionnaire to Assess Virtual Conference Participation Experience. | Oliver Hohlfeld, Dennis Guse, Katrien De Moor |
| 2021 | A Multi-View Stereoscopic Video Database With Green Screen (MTF) For Video Transition Quality-of-Experience Assessment. | Nour Hobloss, Lu Zhang, Marco Cagnazzo |
| 2021 | The WEIRDness of QoE research: The diversity of QoMEX authorship considering locality and gender. | Julia Himmelsbach, Katrien De Moor, Andreas Sackl, Raimund Schatz, Manfred Tscheligi |
| 2021 | Evaluating Hand-tracking Interaction for Performing Motor-tasks in VR Learning Environments. | Asim Hameed, Andrew Perkis, Sebastian Mller |
| 2021 | "A Crowdsourcing-based QoE Evaluation of an Immersive VR Autonomous Driving Experience". | Guilherme Daniel Gomes, Ronan Flynn, Niall Murray |
| 2021 | Focus Guided Light Field Saliency Estimation. | Ailbhe Gill, Emin Zerman, Martin Alain, Mikael Le Pendu, Aljosa Smolic |
| 2021 | Legibility and readability in Augmented Reality. | Julia Falk, Siri Eksvrd, Bo N. Schenkman, Brje Andrn, Kjell Brunnstrm |
| 2021 | Cognitive Load Estimation Based on Pupillometry in Virtual Reality with Uncontrolled Scene Lighting. | Marie Eckert, Emanul A. P. Habets, Olli S. Rummukainen |
| 2021 | Visualizing navigation difficulties in video game experiences. | Hippolyte Dubois, Patrick Le Callet, Antoine Coutrot |
| 2021 | A Full- and No-Reference Metrics Accuracy Analysis for Volumetric Media Streaming. | Sam Van Damme, Maria Torres Vega, Filip De Turck |
| 2021 | A Real Haze Video Database for Haze Level Evaluation. | Ying Chu, Guoxing Luo, Fan Chen |
| 2021 | Parametric Audio-visual Quality Measurement Based on Interpretable Fuzzy Logic. | Fatima Boudjerida, Atidel Lahoulou, Tiago H. Falk, Zahid Akhtar |
| 2021 | Validation of dynamic subjective quality assessment methodology for holographic coding solutions. | Ayyoub Ahar, Manuela Pereira, Tobias Birnbaum, Antnio M. G. Pinheiro, Peter Schelkens |
| 2021 | Towards the Influence of Audio Quality on Gaming Quality of Experience. | Steven Schmidt, Saman Zadtootaghaj, Shijie Wang, Sebastian Mller |
| 2021 | Modeling and Understanding the Quality of Experience of Online Mobile Gaming Services. | Steven Schmidt, Saman Zadtootaghaj, Saeed Shafiee Sabet, Sebastian Mller |
| 2020 | Seeing is Believing: The Effect of Video Quality on Quality of Experience in Virtual Reality. | Aleksandra Zheleva, Wouter Durnez, Klaas Bombeke, Glenn Van Wallendael, Lieven De Marez |
| 2020 | Blind Image Quality Assessment with Visual Sensitivity Enhanced Dual-Channel Deep Convolutional Neural Network. | Min Zhang, Lei Zhang, Wenjing Hou, Jun Feng |
| 2020 | Textured Mesh vs Coloured Point Cloud: A Subjective Study for Volumetric Video Compression. | Emin Zerman, Cagri Ozcinar, Pan Gao, Aljosa Smolic |