419,821 research outputs found

    Quality delivery of mobile video: In-depth understanding of user requirements

    Get PDF
    The increase of powerful mobile devices has accelerated the demand for mobile videos. Previous studies in mobile video have focused on understanding of mobile video usage, improvement of video quality, and user interface design in video browsing. However, research focusing on a deep understanding of users’ needs for a pleasing quality delivery of mobile video is lacking. In particular, what quality-delivery mode users prefer and what information relevant to video quality they need requires attention. This paper presents a qualitative interview study with 38 participants to gain an insight into three aspects: influencing factors of user-desired video quality, user-preferred quality-delivery modes, and user-required interaction information of mobile video. The results show that user requirements for video quality are related to personal preference, technology background and video viewing experience, and the preferred quality-delivery mode and interactive mode are diverse. These complex user requirements call for flexible and personalised quality delivery and interaction of mobile video

    Evaluation of the effectiveness of online video screening process in a regional city council: Specifically evaluating the fairness of the system

    Get PDF
    In the past few years, a regional City Council has seen the increasing importance of online video screening platforms like Sonru speed up the current recruitment process. Articles published describe online system as an advantage to the organisation and to potential candidates. Different themes were also identified in the literature to help maximise the result. This study investigates the evaluation of online video screening for staff recruitment in the city council, specifically evaluating the fairness of the system. Interviews were conducted with the engineering manager and HR operation and candidate support manager, as they have thorough knowledge about the current system in place. A questionnaire was sent out to employees in the Engineering department who were employed in the last 12 months using the online system. Experiential data will help gather more reliable results, as it describes the researcher’s own experience with the current online video screening process. Data gathered from secondary research describes online video screening as fast, efficient and cost effective. It also provides more flexibility for potential candidates in terms of time and place of conducting the interview

    Nei panni dei nostri pazienti

    Get PDF
    "In your patients’ shoes". Why do we go to the psychologist? What happens during a psychological interview? What are the differences between the various theoretical ap- proaches? The psychological culture is still little known and there are many questions to which there are no answers. From the meeting between a video artist and a psy- chotherapist was produced a video that allows us to listen to what the psychologist and the patient say to each other. The text presents and comments on this collabora- tion and this experience and proposes an interview by Francesca Belgiojoso with Francesco Bertocco, author of the video "Eclissi"

    Comparison of Forensic Interview Techniques

    Get PDF
    Experts question whether the techniques used to interview crime victims and witnesses during investigations are optimized to gather the most accurate information while minimizing the potential for negative experiences for the interviewee. In response, this study used a randomized-control design to compare a novel trauma-informed interview created for this study against an established interview, the Enhanced Cognitive Interview (ECI). Participants (N = 45) were recruited from a university human subjects pool. Participants watched a video depicting a robbery, responded to surveys during a 30-minute delay, and were randomized to answer questions about the video in the trauma-informed (n = 21) or ECI condition (n = 24). Participants were compared based on the accuracy and inaccuracy of their memory and their experience during the interview. The two techniques did not significantly differ on any outcome, suggesting the trauma-informed approach added little to the ECI, but also did not detract from the ECI, in a laboratory setting. Findings are discussed with respect to implications for the efficacy and uptake of evidence-based interview techniques in applied legal settings

    A climate for change

    Get PDF
    This paper reports on the findings of a research project investigating the nature of participation of secondary school students in a collaborative research programme. Four groups of students, aged 14 to 15 years old, from a secondary school in the United Kingdom (UK) participated in the study. The students involved in the programme took the role of researchers investigating their peers’ perceptions of climate change using video to visually record their findings. University researchers worked collaboratively with the school students and a teacher from the school through an approach that empowered the students within the research process. Drawing from the ideas and issues raised from an initial briefing session, each group of students developed a short interview schedule to be used whilst investigating the views of their peers. Although the project was on a small scale, the data gathered from the brainstorming activity, video reports and reflective discussions provided a useful snap shot of how the participating students perceived their experience and the nature of their involvement in the research process. The research approach enabled students to take on the role of investigator when interviewing their peers and to offer a voice for both themselves and their peers. Introduction</p

    Transitions across work-life boundaries in a connected world: the case of social entrepreneurs

    Get PDF
    Information and communication technologies (ICTs), including mobile technologies, have significant implications for the management of work-life balance (WLB) (e.g. Perrons, 2003) and thus for sustainable work practices within organizations and society at large. Boundary theory (Clark, 2000) argues that individuals maintain boundaries between role identities (e.g. parent, worker) within different social domains (e.g. family, work), and that they regularly have to transition between these domains. WLB may reflect the effectiveness of this transitioning. ICTs have significant implications for the management of these boundaries, particularly as they open up new areas for interaction through mobility and through the potential provision of a variety of easily available connections. In this paper, we report on the findings of 15 social entrepreneurs’ video and interview data. In particular, we explore and advance understanding of the individual experience of switching between roles and domains in relation to ICT use and connectivity

    Exploring approaches to the generation and representation of heritage artefacts in video game contexts

    Get PDF
    © 2016, © 2016 University of Wollongong. Video games can allow players to explore environments, which are representative of, or contain elements of physical world cultures, for example, allowing a player to explore ancient Egypt in Pharaoh (Impressions Games, 1999, Pharaoh [PC Game]. Sierra Entertainment) or present day Chicago in Watchdogs (Ubisoft Montreal, 2014, [PlayStation 4 game] . Guildford), etc. Game designers need to make design decisions regarding how these environments are going to be represented, including which items are going to be utilized, how they are going to be used in the game, and the level of detail to which they are going to be presented. These decisions can lead to concerns regarding how particular cultures are represented. This article describes research undertaken to investigate the design process with respect to the inclusion of physical world cultures in virtual game environments. Within the study approaches used (including processes and methods) by game designers in the stages of conceptualization, design and delivery are explored. In addition, these are contextualized through an understanding of designer attitudes towards the inclusion of items with cultural meaning and their perspectives on the importance of cultural representation within video games. This involved interviewing eight video game designers from global contexts within the industry, all with the experience of generating cultural items for inclusion in video game contexts. These interviews were structured with a focus on exploring views, experiences, beliefs and motivations of the individuals and of their working teams. Analysis was carried out through the use of a methodological process of analytical induction with the coding of particular variables within each interview transcript, and the transformation of the complete set of codings into a set of conceptual statements. This article relates these conceptual statements to earlier work regarding close readings of particular video games and discusses the relationship between design processes (facilitated through the interviews) and realized game worlds (facilitated through the close readings)

    Patient History Elicitation and Diagnostic Decision Making

    Get PDF
    Technology has changed the way people communicate, and communication between patients and medical professionals has not been exempt from these developments. Clinicians are now text messaging, emailing, and video conferencing patient. Understanding the impact of the new modalities on communication patterns is imperative to ensure quality care. Thirty-two medical professionals of varying experience conducted a patient interview with two confederate patients over an instant messaging system. The first interview was 15 minutes and the second 7 minutes, the latter condition inducing time pressure. The results demonstrated that time pressure has an adverse impact on the medical professionals’ communication patterns. The experience level of the medical professional was a mediating factor with strategies exhibited paralleling those outlined by stages of medical expertise

    Was I There? Impact of Platform and Headphones on 360 Video Immersion

    Get PDF
    Virtual reality industries claim that 360 videos are a powerful tool for creating empathy because they are an immersive medium, and wearing headphones is encouraged for the full immersive experience. To investigate these claims, we carried out a 2x2 between subjects lab study (n=40) to explore whether 360 viewing platform (magic window / google cardboard) and headphone use (with / without) have an effect on Film-Immersion for the 360 video Fire Rescue. Our results reveal a significant interaction effect: headphones increased immersion for google cardboard, but decreased immersion for magic window. However, not all dimensions of the immersive experience were affected. This suggests that head-mounted displays increase presence, but do not necessarily lead to more empathy and greater interest in the 360 video. Thematic analysis of interview data suggests contributing factors such as fear of missing out (FOMO). These findings have implications for film makers and researchers of 360 videos
    • …
    corecore