26,042 research outputs found

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study

    Q-AIMD: A Congestion Aware Video Quality Control Mechanism

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    Following the constant increase of the multimedia traffic, it seems necessary to allow transport protocols to be aware of the video quality of the transmitted flows rather than the throughput. This paper proposes a novel transport mechanism adapted to video flows. Our proposal, called Q-AIMD for video quality AIMD (Additive Increase Multiplicative Decrease), enables fairness in video quality while transmitting multiple video flows. Targeting video quality fairness allows improving the overall video quality for all transmitted flows, especially when the transmitted videos provide various types of content with different spatial resolutions. In addition, Q-AIMD mitigates the occurrence of network congestion events, and dissolves the congestion whenever it occurs by decreasing the video quality and hence the bitrate. Using different video quality metrics, Q-AIMD is evaluated with different video contents and spatial resolutions. Simulation results show that Q-AIMD allows an improved overall video quality among the multiple transmitted video flows compared to a throughput-based congestion control by decreasing significantly the quality discrepancy between them

    Energy-Aware Streaming Multimedia Adaptation: An Educational Perspective

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    As mobile devices are getting more powerful and more affordable the use of online educational multimedia is also getting very prevalent. Limited battery power is nevertheless, a major restricting factor as streaming multimedia drains battery power quickly. Many battery efficient multimedia adaptation techniques have been proposed that achieve battery efficiency by lowering presentation quality of entire multimedia. Adaptation is usually done without considering any impact on the information contents of multimedia. In this paper, based on the results of an experimental study, we argue that without considering any negative impact on information contents of multimedia the adaptation may negatively impact the learning process. Some portions of the multimedia that require a higher visual quality for conveying learning information may lose their learning effectiveness in the adapted lowered quality. We report results of our experimental study that indicate that different parts of the same learning multimedia do not have same minimum acceptable quality. This strengthens the position that power-saving adaptation techniques for educational multimedia must be developed that lower the quality of multimedia based on the needs of its individual fragments for successfully conveying learning informatio

    Mental tactility: the ascendance of writing in online management education

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    A qualitative study of online management education and the role of writing as an indicative measure of thinking and learning. Established educational models, such as Dale\u27s Cone of Experience, are expanded and redeveloped to illustrate the central role of writing as a critical thinking process which appears to be increasing, rather than decreasing, with the advent of online multimedia technology. In an environment of increasing reliance on audiovisual stimulus in online education, the authors contend that tertiary educators may witness an ascendance or re-emergence of writing as central to the academic experience. This may be both supply and demand driven. Drawing on a study of two undergraduate units in the Bachelor of Commerce and applying hermeneutics to develop challenging insights, the authors present a case for educators to remain conversant with the art of teaching writing, and to promote writing to improve educational outcomes. <br /

    IVOA Recommendation: SAMP - Simple Application Messaging Protocol Version 1.3

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    SAMP is a messaging protocol that enables astronomy software tools to interoperate and communicate. IVOA members have recognised that building a monolithic tool that attempts to fulfil all the requirements of all users is impractical, and it is a better use of our limited resources to enable individual tools to work together better. One element of this is defining common file formats for the exchange of data between different applications. Another important component is a messaging system that enables the applications to share data and take advantage of each other's functionality. SAMP builds on the success of a prior messaging protocol, PLASTIC, which has been in use since 2006 in over a dozen astronomy applications and has proven popular with users and developers. It is also intended to form a framework for more general messaging requirements
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