Since my first QoMEX (international conference on Quality of Multimedia Experience) in 2015 (Costa Navarino, Greece), I have considered it my conference and the attendees, my research family. It has thus become my special yearly event to connect with familiar faces and meet the next generation of researchers in the field. This edition of QoMEX has brought together an outstanding program with very interesting keynotes, technical papers and demos (see https://qomex2025.itec.aau.at/ to check the full program). Moreover, it has been especially important for me both on a professional and a personal level. I would like to summarize my subjective Experience in 4 highlights:

“Introducing my home city to my research family”
Madrid is my home “town”. A couple of times during the conference, one attendee or another asked me where I was from in Spain, and I proudly answered, “I am from here”. In Madrid, I spent the first 23rd years of my life before moving abroad for my professional career. Thus, while I am not literally a local, I can be considered as such. During the conference, I had the opportunity to share my view and love of Madrid to my work family. This meant for me to introduce my research family to my early life in Madrid.
“Paying tribute to Narciso García”

QoMEX 2025 also provided the opportunity to pay well-deserved tribute to one of the two general chairs, Narciso García, on his retirement. Narciso has had an incredible impact not only on the Quality of Experience community. Moreover, plenty of researchers (including myself) in the community and beyond it consider him as a mentor and even their “spiritual guide”. Talking with Pablo Pérez (the other general co-chair) during the conference, he described Narciso as having a solution for every issue, independent from its size, complexity, or topic. Thank you Narciso for the insightful research discussions, the resourcefulness, the (history) chats, and just for being there always available for all of us.
“Mentoring the next generation of researchers”
On the final session of the conference, something very unexpected (and in my opinion very unusual) occurred. Attending the awards session is always exciting. On the one side, you are 99.9% sure that you will not get any award. However, on the other side, you always wonder “what if?”. This was definitely a “What if?” year for me. First, the Best Student Paper Award went to our work with my starting PhD student Gijs Fiten. A very interesting work on locomotion in Virtual Reality. This was also his first conference, which made it even more special (both for him and for me). When we were yet to recover from this first commotion, the Best Paper Award was announced. It went to Sam Van Damme, my former (first) PhD student on a collaborative work with CWI (Centrum Wiskunde & Informatica) in Amsterdam, about shared mental models. Details of both papers can be found in the appendix.
Seeing students that I mentored (and supervised) grow and achieve important goals in their research careers was more gratifying that winning any award myself.
“QoE researchers can easily walk in others’ shoes”
To put the cherry to the cake that QoMEX 2025 was, I got the wonderful present of together with Marta Orduna (Nokia, Spain) and María Nava (Fundación Juan XXIII, Spain) to organize a diversity and inclusion workshop in the Fundación Juan XXIII (https://qomex2025.itec.aau.at/workshop/ws-walking-in-their-shoes/). It took place on Friday the 3rd of October. The Fundación (https://www.fundacionjuanxxiii.org/ ) is an organization working for more than 55 years to promote the social and labor inclusion of people in situations of psychosocial vulnerability. With the help of their workers and users, we set up a workshop where our researchers had to switch the roles. Therefore, they became the participant of a “hands-on” experience guided by people with different abilities. The activity consisted of manufacturing paper bags with the help and guidance of the experts of the Paper Lovers project (https://www.fundacionjuanxxiii.org/nuestros-proyectos).
There was some initial insecurity and fear of the language barrier with our Spanish teachers. However, this passed quickly and our QoE researchers adapted to the role of students and started manufacturing bags as they had been doing it for the last 5 years. After the experience, our experts rated the quality of the bags with the typical paper review grading (accept, major revision, minor revision and reject). Finally, after lunch, with the expert guidance of Elena Marquez Segura (Universidad Carlos III), we reflected on the morning session and decorated our bags to express what we had learned about researching from an inclusive perspective. All in all it was an experience session out of the usual constraints that our research imposes and a very fitting ending to a wonderful week.
Special Thanks to Gijs Fiten (KU Leuven, Belgium), Sam Van Damme (Ghent University, Belgium), Marta Orduna (Nokia XR Lab, Spain), Martín Varela (Metosin, Finland), Karan Mitra (Luleå University of Technology, Sweden), Markus Fiedler (BTH, Sweden) and of course the organizing committee of QoMEX’25 led by Pablo Pérez (Nokia XR Lab, Spain) and Narciso García (ETSIT-UPM, Spain)
Appendix. Details of the Best papers Awards at QoMEX 2025
Best Student Paper Award
Redirected Walking for Multi-User eXtended Reality Experiences with Confined Physical Spaces
G. Fiten, J. Chatterjee, K. Vanhaeren, M. Martens and M. Torres Vega
17th International Conference on Quality of Multimedia Experience (QoMEX), Madrid, Spain, 2025.
EXtended Reality (XR) applications allow the user to explore nearly infinite virtual worlds in a truly immersive way. However, wandering around through these Virtual Environments (VE)s while physically walking in reality is heavily constrained by the size of the Physical Environment (PE). Therefore, in the last years different techniques have been devised to improve locomotion in XR. One of these is Redirected Walking (RDW), which aims to find a balance between immersion and PE requirements by steering users away from the boundaries of the PE while allowing for arbitrary motion in the VE. However, current RDW methods still require large PEs, as to avoid obstacles and other users. Moreover, they introduce unnatural alterations in the natural path of the user, which can trigger perception anomalies, such as cybersickness or break of presence. These circumstances limit their usage in real life scenarios. This paper introduces a novel RDW algorithm, with the focus on allowing multiple users to explore an infinite VE in a confined space (6×6 m2). To evaluate it, we designed a multi-user Virtual Reality (VR) maze game, and benchmarked it against the state-of-the-art. A subjective study (20 participants) was conducted, where objective metrics, e.g., the path and the speed of the user, were combined with subjective perception analysis in terms of their cybersickness levels. Our results show that our method reduces the appearance of cybersickness appearance in 80% of participants compared to the state-of-the-art. These findings show the applicability of RDW to multi-user VR with constrained environments.
Best Paper Award
From Individual QoE to Shared Mental Models: A Novel Evaluation Paradigm for Collaborative XR
S. Van Damme, J. Jansen, S. Rossi and P. Cesar
17th International Conference on Quality of Multimedia Experience (QoMEX), Madrid, Spain, 2025.
Extended Reality (XR) systems are rapidly shifting from isolated, single-user applications towards collaborative and social multi-user experiences. To evaluate the quality and effectiveness of such interactions, it is therefore required to move beyond traditional individual metrics such as Quality-of-Experience (QoE) or Sense of Presence (SoP). Instead, group-level dynamics such as effective communication, coordination etc. need to be encompassed to assess the shared understanding of goals and procedures. In psychology, this is referred to as a Shared Mental Model (SMM). The strength and congruence of such an SMM are known to be key for effective team collaboration and performance. In an immersive XR setting, though, novel Influence Factors (IFs) emerge that are not considered in a setting of physical co-location. Evaluations on the impact of these novel factors on SMM formation in XR, however, are close to non-existent. Therefore, this work proposes SMMs as a novel evaluation tool for collaborative and social XR experiences. To better understand how to explore this construct, we ran a prototypical experiment based on ITU recommendations in which the influence of asymmetric end-to-end latency is evaluated through a collaborative, two-user block building task. The results show how also in an XR context strong SMM formation can take place even when collaborators have fundamentally different responsibilities and behavior. Moreover, the study confirms previous findings by showing in an XR context that a teams’ SMM strength is positively associated with its performance.



































