37,684 research outputs found

    A user perspective of quality of service in m-commerce

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2004 Springer VerlagIn an m-commerce setting, the underlying communication system will have to provide a Quality of Service (QoS) in the presence of two competing factors—network bandwidth and, as the pressure to add value to the business-to-consumer (B2C) shopping experience by integrating multimedia applications grows, increasing data sizes. In this paper, developments in the area of QoS-dependent multimedia perceptual quality are reviewed and are integrated with recent work focusing on QoS for e-commerce. Based on previously identified user perceptual tolerance to varying multimedia QoS, we show that enhancing the m-commerce B2C user experience with multimedia, far from being an idealised scenario, is in fact feasible if perceptual considerations are employed

    Shared visiting in Equator city

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    In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics

    Electronic Social Networks as Supporting Means of Educational Process in Higher Education Institutions

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    Given research describes experience of electronic social networks use in educational practices. It was determined that electronic social networks can be a powerful tool for support of educational process in higher education institutions, namely to support study of different disciplines. There are main advantages of electronic social networks use for education: universal accessibility and free of charge; possibility of instant messaging and multimedia data; user-friendly intuitive interface; ability to search data and information; availability of event scheduling, invitations, reminder settings; support for synchronous and asynchronous communication between network members; access from different devices. It is emphasized that one of the main advantages of electronic social networks is receipt of quick feedback and convenience of their tools and services. Nowadays, it is important to include network educational interaction in existing models of study organization. It is advisable to use electronic social networks to manage educational process in higher education institution. Efficiency of electronic social networks use depends on intensity and need for their use in educational system management for implementation of organizational, educational, psychological and pedagogical functions and ensuring universal communication with subjects of educational process. Expediency of electronic social networks use to carry out research work at university is described. Electronic social networks are convenient tool to conduct surveys and questionnaires, to create thematic groups for specific issue discussion. Also it is possible to interact with researchers from different countries, share experiences and disseminate research findings, invite those who wish to participate in various scientific activities using these networks

    Information and Communication Technologies as means for self-improvement at remote universities: the example of Urgench State University, Uzbekistan

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    This paper describes the research conducted at the Information Resource Center of Urgench State University, located in the Khorezm region of Uzbekistan, on the possibilities and challenges the students and lecturers face in their pursuit for self-improvement and self-education. The article discloses new qualitative approaches and IT methods in the teaching and educational processes in higher education of Central Asian countries in transition, the overall aim of which is to close the gap and shape the spiritual values of the young generation in the globalizing world. The framework conditions for this have been set by the Government of Uzbekistan through particular Decrees, aiming at the creation of e-education at universities and institutions throughout the country and specifically in the remote regions as to improve the access to regularly updated information, to motivate the use of IT in classes as well as to enhance the responsibility of the information services of universities for assuring the quality of research and teaching (pedagogical) activities of the lecturers. The research showed that the Internet can function inter alia as a controlling device when education is delivered through the web. Collection, analysis and preparation of educational-methodological materials on specific subjects and extracurricular activities require specific knowledge on IT and information literacy both in the teaching staff and the students

    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

    Toward an Aesthetics of New-Media Environments

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    In this paper I suggest that, over and above the need to explore and understand the technological newness of computer art works, there is a need to address the aesthetic significance of the changes and effects that such technological newness brings about, considering the whole environmental transaction pertaining to new media, including what they can or do offer and what users do or can do with such offerings, and how this whole package is integrated into our living spaces and activities. I argue that, given the primacy of computer-based interaction in the new-media, the notion of ‘ornamentality’ indicates the ground-floor aesthetics of new-media environments. I locate ornamentality not only in the logically constitutive principles of the new-media (hypertextuality and interactivity) but also in their multiform cultural embodiments (decoration as cultural interface). I utilize Kendall Walton’s theory of ornamentality in order to construe a puzzle pertaining to the ornamental erosion of information in new-media environments. I argue that insofar as we consider new-media to be conduits of ‘real-life’, the excessive density of ornamental devices prevalent in certain new-media environments forces us to conduct our inquiries under conditions of neustic uncertainty, that is, uncertainty concerning the kind of relationship that we, the users, have to the propositional content mediated. I conclude that this puzzle calls our attention to a peculiar interrogatory complexity inherent in any game of knowledge-seeking conducted across the infosphere, which is not restricted to the simplest form of data retrieval, especially in mixed-reality environments and when the knowledge sought is embodied mimetically

    Measuring quality of perception in distributed multimedia: Verbalizers vs. imagers

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    This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2008 ElsevierThis paper presents the results of a study which investigated the impact of cognitive styles on perceptual multimedia quality. More specifically, we examine the different preferences demonstrated by verbalizers and imagers when viewing multimedia content presented with different quality of service (QoS) levels pertaining to frame rates and color depth. Recognizing multimedia’s infotainment duality, we used the quality of perception (QoP) metric to characterize perceived quality. Results showed that in terms of low and high dynamisms clips, the frame rate at which multimedia content is displayed influences the levels of information assimilated by Imagers. Whilst black and white presentations are shown to be beneficial for both Biomodals and Imagers in order to experience enhanced levels of information assimilation, Imagers were shown to enjoy presentations in full 24-bit colour
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