864 research outputs found
3D pain drawings and seating pressure maps: Relationships and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 IEEEMobility impaired people constitute a significant portion of the adult population, which often experience back pain at some point during their lifetime. Such pain is usually characterized by severe implications reflected on both their personal lives, as well as on a country's health and economic systems. The traditional 2-D representations of the human body often used can be limited in their ability to efficiently visualize such pain for diagnosis purposes. Yet, patients have been shown to prefer such drawings. However, considering that pain is a feeling or emotion that is subjective in nature, the pain drawings could be consequently regarded as a subjective means of communicating such pain. As a result, the study described in this paper proposes an alternative, which encompasses a 3-D pain visualization solution, developed in a previous work of ours. This alternative is complemented with the upcoming technique of pressure mapping for more objectivity in the pain data collection. The results of this study have shown that the proposed approach is a promising solution for the purpose intended, and it could generally prove to be a significant complementary method in the area of medical practice for the mobility impaired community
Integration of human factors in networked computing
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 Elsevie
Three-dimensional context-aware tailoring of information
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2010 EmeraldPurpose â The purpose of this paper is to explore the notion of context in ubiquitous computing. Personal Information Managers exploit the ubiquitous paradigm in mobile computing to integrate services and programs for business and leisure. Recognising that every situation is constituted by information and events, context will vary depending on the situation in which users find themselves. The paper aims to show the viability of tailoring contextual information to provide users with timely and relevant information. Design/methodology/approach â A survey was conducted after testing on a group of real world users. The test group used the application for approximately half a day each and performed a number of tasks.
Findings â The results from the survey show the viability of tailoring contextual information to provide users with timely and relevant information. Among the questions in the questionnaire the users were asked to state whether or not they would like to use this application in their daily life. Statistically significant results indicate that the users found value in using the application. Originality/value â This work is a new exploration and implementation of context by integrating three dimensions of context: social information, activity information, and geographical position
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Olfaction-enhanced multimedia: Perspectives and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagOlfactionâor smellâis one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complexâand richerâuser multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the usersâ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a userâs perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications
On the domain-specificity of mindsets: The relationship between aptitude beliefs and programming practice
This is the author's accepted manuscript. The final published article is available from the link below. Copyright @ 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other users, including reprinting/ republishing this material for advertising or promotional purposes, creating new collective works for resale or redistribution to servers or lists, or reuse of any copyrighted components of this work in other works.Deliberate practice is important in many areas of learning, including that of learning to program computers. However, beliefs about the nature of personal traits, known as mindsets, can have a profound impact on such practice. Previous research has shown that those with a fixed mindset believe their traits cannot change; they tend to reduce their level of practice when they encounter difficulty. In contrast, those with the growth mindset believe their traits are flexible; they tend to maintain regular practice despite the level of difficulty. However, focusing on mindset as a single construct focused on intelligence may not be appropriate in the field of computer programming. Exploring this notion, a self-belief survey was distributed to undergraduate software engineering students. It revealed that beliefs about intelligence and programming aptitude formed two distinct constructs. Furthermore, the mindset for programming aptitude had greater utility in predicting software development practice, and a follow-up survey showed that it became more fixed throughout instruction. Thus, educators should consider the role of programming-specific beliefs in the design and evaluation of introductory courses in software engineering. In particular, they need to situate and contextualize the growth messages that motivate students who experience early setbacks
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Stars in their eyes: What eye-tracking reveal about multimedia perceptual quality
Perceptual multimedia quality is of paramount
importance to the continued take-up and proliferation of multimedia applications: users will not use and pay for applications if they are perceived to be of low quality. Whilst traditionally distributed multimedia quality has been characterised by Quality of Service (QoS) parameters, these neglect the user perspective of the issue of quality. In order to redress this shortcoming, we characterise the user multimedia perspective using the Quality of Perception (QoP) metric, which encompasses not only a userâs satisfaction with the quality of a multimedia presentation, but also his/her ability to analyse,
synthesise and assimilate informational content of multimedia. In recognition of the fact that monitoring eye movements offers insights into visual perception, as well as the associated
attention mechanisms and cognitive processes, this paper reports on the results of a study investigating the impact of differing multimedia presentation frame rates on user QoP and eye path data. Our results show that provision of higher frame rates, usually assumed to provide better multimedia presentation quality, do not significantly impact upon the median coordinate value of eye path data. Moreover, higher frame rates do not significantly increase level of participant information assimilation, although they do significantly improve overall user enjoyment and quality perception of the multimedia content being shown
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Multimedia clip type: Quality of perception impact on users with and without hearing loss
This paper investigates how variance in multimedia video clip type affects quality of perception (QoP) for users ith and without hearing loss. QoP encompasses not only a user's satisfaction with the quality of a multimedia presentation (subjective), but also his or her ability to analyse, synthesise and assimilate itsâ informational content objective). Results show that clip type has a significant impact on the level of deaf information assimilation. Results uggest that certain video content aids deaf information assimilation, for example: those with less textual content. However, it was found that audio / captioned information does not significantly impact user QoP, when Video-textual (VT) information was found to have a significant effect on both hearing and deaf QoP. A positive correlation was found between predicted level of information assimilation and level of enjoyment, independent of hearing level or clip type
Personalized video summarization by highest quality frames
In this work, a user-centered approach has been the basis for generation of the personalized video summaries. Primarily, the video experts score and annotate the video frames during the enrichment phase. Afterwards, the frames scores for different video segments will be updated based on the captured end-users (different with video experts) priorities towards existing video scenes. Eventually, based on the pre-defined skimming time, the highest scored video frames will be extracted to be included into the personalized video summaries. In order to evaluate the effectiveness of our proposed model, we have compared the video summaries generated by our system against the results from 4 other summarization tools using different modalities
Improving perceptual multimedia quality with an adaptable communication protocol
Copyrights @ 2005 University Computing Centre ZagrebInnovations and developments in networking technology have been driven by technical considerations with little analysis of the benefit to the user. In this paper we argue that network parameters that define the network Quality of Service (QoS) must be driven by user-centric parameters such as user expectations and requirements for multimedia transmitted over a network. To this end a mechanism for mapping user-oriented parameters to network QoS parameters is outlined. The paper surveys existing methods for mapping user requirements to the network. An adaptable communication system is implemented to validate the mapping. The architecture adapts to varying network conditions caused by congestion so as to maintain user expectations and requirements. The paper also surveys research in the area of adaptable communications architectures and protocols. Our results show that such a user-biased approach to networking does bring tangible benefits to the user
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