2,813 research outputs found

    Defining user perception of distributed multimedia quality

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    This article presents the results of a study that explored the human side of the multimedia experience. We propose a model that assesses quality variation from three distinct levels: the network, the media and the content levels; and from two views: the technical and the user perspective. By facilitating parameter variation at each of the quality levels and from each of the perspectives, we were able to examine their impact on user quality perception. Results show that a significant reduction in frame rate does not proportionally reduce the user's understanding of the presentation independent of technical parameters, that multimedia content type significantly impacts user information assimilation, user level of enjoyment, and user perception of quality, and that the device display type impacts user information assimilation and user perception of quality. Finally, to ensure the transfer of information, low-level abstraction (network-level) parameters, such as delay and jitter, should be adapted; to maintain the user's level of enjoyment, high-level abstraction quality parameters (content-level), such as the appropriate use of display screens, should be adapted

    Some Insights in the Historical Prospective of Hierarchy of Effects Model: A Short Review

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    The study emphasized on the role of hierarchy of effects model in advertisement and reviewed its historical background along with different phases. This study clarified the early development phase, modern development phase, some challenges and defenses, and digital phase of the model in detail. The study highlighted different steps of hierarchy of effects model and how it effectively influence customers mind in advertisement. The study mentioned the steps of awareness, interest, desire, action which is also known as AIDA model. The study anticipated that AIDA is the oldest acronym of marketing. It is best, will never change and can be applied to print, social, mobile, online and digital advertising

    Between Beats:linking player experience to advertisement frequency and intrusiveness

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    Abstract. Advertising is common way to monetize mobile games and an increase in revenue is commonly tied to an increase in the number of advertisements. In this Master’s thesis the relationship between player experience and advertising is explored in the context of mobile games. This thesis set out to fill a research gap in existing literature by performing a survey study with constructive approach. I developed a game titled Between Beats which was used as a construct to study specific aspects of player experience in the field of game user research, which is a specified area of user experience research. The research questions explored were: How an increase in advertising influences player experience in mobile games? and How can an increase in advertising be framed in such a way that it has minimal negative impact on player experience in context of mobile games? Existing work was explored from the standpoint of related games and design choices that gave influence to the project and from the standpoint of research performed on advertising in the context of mobile games. The thesis also presents description on the development of Between Beats from the technical point of view in conjunction with information on project management methods and software tools used. This study found that adding rewarded advertisements to a situation that already had interstitial advertisements, without removing the interstitial advertisements, resulted in reduction of perceived advertisement intrusiveness and increase in advertisements viewed. Furthermore, player engagement remained constant. The findings agree with the existing literature presented in the areas that have been explored before, such as player engagement and effects of using rewarded advertisements instead of interstitial advertisements.Between Beats : pelaajakokemuksen yhdistĂ€minen mainonnan tiheyteen ja hĂ€iritsevyyteen. TiivistelmĂ€. Mainosten nĂ€yttĂ€minen on tyypillinen tapa ansaita voittoa mobiilipeleillĂ€, ja voiton kasvattaminen on usein sidottu mainosten mÀÀrĂ€n kasvattamiseen. TĂ€ssĂ€ diplomityössĂ€ tutkitaan pelaajakokemuksen ja mainonnan vĂ€listĂ€ suhdetta mobiilipelien kontekstissa. TĂ€mĂ€ työ pyrkii konstruktiivisen menetelmĂ€n ja kĂ€yttĂ€jille toteutetun kyselyn avulla lisÀÀmÀÀn tietĂ€mystĂ€ mainonnan vaikutuksesta pelaajakokemukseen. Pelaajatutkimus ja pelaajakokemuksen kartoitus ovat osa kĂ€yttĂ€jĂ€kokemustutkimusta, joiden aihepiiriin diplomityö asettuu. Pelaajakokemuksen tiettyjen aspektien tutkimiseen kĂ€ytettiin tĂ€ssĂ€ työssĂ€ kehitettyĂ€ konstruktia, mobiilipeliĂ€ nimeltĂ€ Between Beats. Työn tutkimuskysymykset ovat: Kuinka mainosten mÀÀrĂ€n kasvu vaikuttaa pelaajakokemukseen mobiilipeleissĂ€? ja Kuinka mainosten mÀÀrĂ€n kasvu voidaan asettaa sellaiseen viitekehykseen, ettĂ€ sillĂ€ on mahdollisimman pieni negatiivinen vaikutus pelaajakokemukseen mobiilipelien kontekstissa? Olemassa olevia pelejĂ€ tutkittiin niiden tĂ€lle työlle antamien vaikutteiden nĂ€kökulmasta. Kirjallisuuskatsaus on tehty myös pÀÀosin mobiilipelimainostamisen nĂ€kökulmasta. TĂ€ssĂ€ työssĂ€ kuvaillaan laajasti Between Beats -pelin design-vaikutteet ja kehittĂ€minen teknisestĂ€ nĂ€kökulmasta, sekĂ€ kĂ€ytetyt projektinhallintametodit ja ohjelmistotyökalut. Tutkimuksessa todettiin, ettĂ€ palkittujen mainosten lisÀÀminen tilanteessa, jossa on valmiiksi vĂ€lisivumainoksia, johti koetun mainosten hĂ€iritsevyyden laskuun ja katsottujen mainosten mÀÀrĂ€n nousuun, kun lisĂ€ys tehtiin poistamatta vĂ€lisivumainoksia. Pelaajien henkinen sitoutuminen pelin kanssa pysyi muuttumattomana mainosten mÀÀrĂ€n muutoksesta huolimatta. Löydökset yhtyvĂ€t aiempiin tutkimustuloksiin niiltĂ€ osin kun aihetta on tutkittu esimerkiksi pelaajavuorovaikutuksen sekĂ€ erilaisten mainosten ja niiden katsomisesta palkitsemisen kannalta

    Application of TOPSIS for Solving Optimal Brand Communication Effect on the Portal

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    [[abstract]]Based on the cognitive psychology of selective attention and priming effect, and visual display effect, this research aims to explore how banner advertisements in the portal sites affect brand communication after end user enter the web. This study uses online SSI Web questionnaire and Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method. The prime age group selection considers the brand communication effect simultaneously from involvement, advertising attitude, purchase intention and attractiveness of advertisement content. Finally, TOPSIS are presented as an empirical example in brand communication effect on the web portal. The result indicates that the advertising through portal site has optimal brand communication effect on age between 20 to 29 years. The results can help business to make efficient decision. Managerial issues and future work of this paper are discussed.[[notice]]èŁœæ­ŁćźŒç•ą[[journaltype]]ćœ‹ć€–[[incitationindex]]EI[[ispeerreviewed]]Y[[booktype]]é›»ć­ç‰ˆ[[countrycodes]]US

    An overstimulated consumer in a highly visual world: the moderating effect of the highly sensitive person (hsp) trait on the attitude towards the ad

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    In the digital world, consumers are constantly being exposed to an overwhelming number of visual stimuli. Online advertisements are the big new showroom for brands – all are striving for attention and attracting the right customer. Generally, advertisements combine colored imagery and strong movements to encourage and capture the consumer’s attention, but is this always the right strategy? Literature shows that people could react differently to similar stimuli, depending on their personality traits – specifically, the visual stimuli embedded in online ads are not an exception. Thus, brands could eventually repel (rather than entice) potential customers by using various colors, high dynamism, and information overload. This research aims to assess how people with a higher sensitivity to external stimuli, commonly defined as Highly Sensitive Persons (HSPs, Aron & Aron, 1997) react when exposed to ads with excessive visual stimuli (i.e., colors, dynamic imagery, complex layouts). Additionally, the HSP trait will be tested as a moderator in the relationship between visual stimuli and attitude towards the ad. A quantitative methodology will be used, involving an experimental design. Theoretical and managerial implications are discussed. We seek to shed some light on the literature through the study of this innovative topic that merges the HSP trait and consumer behavior.Numa era digital, os consumidores estĂŁo constantemente expostos a um exorbitante nĂșmero de estĂ­mulos visuais. Os anĂșncios online sĂŁo a grande aposta para expansĂŁo das marcas – existe um esforço cada vez maior por captar a atenção e atrair o cliente certo. Geralmente, os anĂșncios agregam cores e movimentos fortes para despertar a atenção do consumidor, mas serĂĄ essa sempre a estratĂ©gia certa a seguir? A literatura demonstra que as pessoas podem reagir de forma diferente a estĂ­mulos semelhantes, dependendo de seus traços de personalidade – e, os estĂ­mulos visuais incorporados em anĂșncios online, nĂŁo sĂŁo uma exceção. Assim, as marcas podem estar a afastar (em vez de seduzir) potenciais clientes usando uma grande combinação de cores, alto dinamismo e sobrecarga de informaçÔes. Esta pesquisa tem como objetivo avaliar como as pessoas com maior sensibilidade a estĂ­mulos externos, comumente definidas como Pessoas Altamente SensĂ­veis (PAS, Aron & Aron, 1997) reagem quando expostas a anĂșncios com estĂ­mulos visuais excessivos (ou seja, cores, imagens dinĂąmicas, layouts complexos). Adicionalmente, o traço PAS serĂĄ testado como moderador na relação entre estĂ­mulos visuais dos anĂșncios e a atitude perante o anĂșncio. SerĂĄ utilizada uma metodologia quantitativa, envolvendo um design experimental. As implicaçÔes teĂłricas e prĂĄticas serĂŁo discutidas. Pretende-se agregar novos conhecimentos Ă  literatura atravĂ©s do estudo deste tema inovador que cruza o traço HSP e o comportamento do consumidor

    Macro-and Micro-Expressions Facial Datasets: A Survey

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    Automatic facial expression recognition is essential for many potential applications. Thus, having a clear overview on existing datasets that have been investigated within the framework of face expression recognition is of paramount importance in designing and evaluating effective solutions, notably for neural networks-based training. In this survey, we provide a review of more than eighty facial expression datasets, while taking into account both macro-and micro-expressions. The proposed study is mostly focused on spontaneous and in-the-wild datasets, given the common trend in the research is that of considering contexts where expressions are shown in a spontaneous way and in a real context. We have also provided instances of potential applications of the investigated datasets, while putting into evidence their pros and cons. The proposed survey can help researchers to have a better understanding of the characteristics of the existing datasets, thus facilitating the choice of the data that best suits the particular context of their application

    EFFECTS OF IMAGE CONGRUENCY ON PERSUASIVENESS AND RECALL IN DIRECT-TO-CONSUMER PRESCRIPTION DRUG ADVERTISING

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    Although direct-to-consumer (DTC) prescription drug advertising is regulated by the U.S. Food and Drug Administration, content analyses (Baird-Harris, 2009; Frosch, Krueger, Hornik, Cronbolm, & Berg, 2007; Kaphingst, DeJong, Rudd, & Daltroy, 2004; Wilkes, Bell, & Kravitz, 2000) and other studies (Davis, 2000, 2007) have suggested that advertisers may not disclose drug risks to the same extent that they describe drug benefits. This study builds on previous studies by Baird-Harris and Smith and Shaffer (2000) and aims to test the relationship between image congruency in televised DTC advertisements, recall of risks and benefits, and perceived ad persuasiveness. Advertisements for Nexium, Advair, and Lunesta were shown to college students in either their original (i.e., image incongruent) or modified (i.e., image neutral) form. In general, risks were easier to recall with image neutral advertisements (which were considered to be less persuasive), although results were not statistically significant. Gender had a significant interaction effect, suggesting that males and females process risks differently depending on images in a DTC advertisement. Despite its lack of significant findings, this study explores an underdeveloped area of research and provides a model for future studies
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