3 research outputs found

    Dynamic position changeable Stackelberg game for user-provided network control algorithms

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    Abstract Nowadays, wireless mobile services have been going through a paradigm shift due to three reasons: (i) the increasing needs for ubiquitous connectivity, (ii) an unprecedented volume of mobile data traffic, and (iii) technologically advanced mobile devices with enhanced capabilities. To address these challenges, user-provided network (UPN) is an emerging technology and can be extensively deployed with the aim of providing substantial improvements to cellular coverage and capacity. In this study, we focus on the design of novel UPN control scheme based on the game theory. Motivated by the Stackelberg game model, our proposed scheme allows mobile devices to play changeable roles, i.e., hosts or clients, to improve the UPN system performance. Under dynamically changing UPN environments, it is a suitable approach. Based on the decentralized, individual non-cooperative manner, we capture the dynamics of UPN system while leading a deep progress for future networks. Simulations and performance analysis verify the efficiency of proposed scheme, showing that our approach can outperform existing schemes in terms of bandwidth utilization, quality of experience (QoE) of service success, delay and throughput ratios, and normalized users’ profit

    A UX evaluation model of hearing-impaired children’s mobile learning applications

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    Several studies on User Experience (UX) evaluation of the mobile application for hearingimpaired had been conducted in the past, however, they do not concentrate on measurements related to hearing-impaired children (HIC), especially for mobile learning applications. This study aims to develop a UX evaluation model for HIC’s mobile learning applications. In developing the model, paper review and requirement gathering methods were used to generate a set of UX dimensions, criteria, and metrics. The model was constructed based on the structure of the Quality in Use Integrated Measurement model where the identified UX dimensions, criteria, and metrics have been arranged orderly according to their rankings. The model was verified by experts consisting of academicians, mobile application developers, and teachers of HIC. The obtained data were analysed using the Fuzzy Delphi Method. Moreover, UX practitioners have validated the model to measure model presentation, content arrangement, and task performance. In addition, 38 HIC from Sekolah Kebangsaan Pendidikan Khas (SKPK) Johor Bharu, SKPK Perlis, and Program Pendidikan Khas Integrasi Segamat participated in a series of UX evaluations to validate the model’s reliability. Descriptive analysis and correlation between overall UX and UX dimensions were performed through a statistical tool. This study has proposed five dimensions: satisfaction, hearing-impaired accessibility, efficiency, effectiveness, and emotion; with nine criteria, and 24 metrics. Criteria and metrics for the dimensions are needed to make the evaluation more specific and focused on mobile learning applications for HIC. Thus, a UX evaluation model of HIC’s mobile learning applications has been presented in this study. Mobile application developers or UX researchers can use this model as one of the references for developing positive experiences and suitable functionalities for HIC’s mobile learning applications. Their learning foundation could be strengthened by having usable and enjoyable mobile learning applications
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