21,359 research outputs found

    Alter ego, state of the art on user profiling: an overview of the most relevant organisational and behavioural aspects regarding User Profiling.

    Get PDF
    This report gives an overview of the most relevant organisational and\ud behavioural aspects regarding user profiling. It discusses not only the\ud most important aims of user profiling from both an organisation’s as\ud well as a user’s perspective, it will also discuss organisational motives\ud and barriers for user profiling and the most important conditions for\ud the success of user profiling. Finally recommendations are made and\ud suggestions for further research are given

    Models of technology and change in higher education: an international comparative survey on the current and future use of ICT in higher education

    Get PDF
    The aim of this study is to investigate which scenarios are emerging with respect to the use of ICT in higher education and how future developments can be predicted and strategic choices can be based on that. It seeks to answer the following questions:\ud What strategic responses do institutions make with respect to the use of ICT; Which external conditions and developments influence these choices; Which external and internal conditions and measures are taken in order to achievestrategic targets; What are the implications for technology use, teaching and learning processes and staff? \ud The study applies an international comparative methodology and is carried out in the Netherlands, Germany, Norway, the United Kingdom, Australia, Finland and the USA. Data were collected through Web-based questionnaires tailored to three different response groups: decision makers, support staff and instructors. In total 693 persons responded to the questionnaire. This implies that between 20 and 50 percent of the institutions in the various countries responded (institutional data were also gathered), with the exception of the USA where the response was much lower

    Optimal QoE Scheduling in MPEG-DASH Video Streaming

    Get PDF
    DASH is a popular technology for video streaming over the Internet. However, the quality of experience (QoE), a measure of humans’ perceived satisfaction of the quality of these streamed videos, is their subjective opinion, which is difficult to evaluate. Previous studies only considered network-based indices and focused on them to provide smooth video playback instead of improving the true QoE experienced by humans. In this study, we designed a series of click density experiments to verify whether different resolutions could affect the QoE for different video scenes. We observed that, in a single video segment, different scenes with the same resolution could affect the viewer’s QoE differently. It is true that the user’s satisfaction as a result of watching high-resolution video segments is always greater than that when watching low-resolution video segments of the same scenes. However, the most important observation is that low-resolution video segments yield higher viewing QoE gain in slow motion scenes than in fast motion scenes. Thus, the inclusion of more high-resolution segments in the fast motion scenes and more low-resolution segments in the slow motion scenes would be expected to maximize the user’s viewing QoE. In this study, to evaluate the user’s true experience, we convert the viewing QoE into a satisfaction quality score, termed the Q-score, for scenes with different resolutions in each video segment. Additionally, we developed an optimal segment assignment (OSA) algorithm for Q-score optimization in environments characterized by a constrained network bandwidth. Our experimental results show that application of the OSA algorithm to the playback schedule significantly improved users’ viewing satisfaction

    Why Customers Value Mass-customized Products: The Importance of Process Effort and Enjoyment

    Get PDF
    We test our hypotheses on 186 participants designing their own scarves with an MC toolkit. After completing the process, they submitted binding bids for "their" products in Vickrey auctions. We therefore observe real buying behavior, not merely stated intentions. We find that the subjective value of a self-designed product (i.e., one's bid in the course of the auction) is indeed not only impacted by the preference fit the customer expects it to deliver, but also by (1) the process enjoyment the customer reports, (2) the interaction of preference fit and process enjoyment, and (3) the interaction of preference fit and perceived process effort. In addition to its main effect, we interpret preference fit as a moderator of the valuegenerating effect of process evaluation: In cases where the outcome of the process is perceived as positive (high preference fit), the customer also interprets process effort as a positive accomplishment, and this positive affect adds (further) value to the product. It appears that the perception of the self-design process as a good or bad experience is partly constructed on the basis of the outcome of the process. In the opposite case (low preference fit), effort creates a negative affect which further reduces the subjective value of the product. Likewise, process enjoyment is amplified by preference fit, although enjoyment also has a significant main effect, which means that regardless of the outcome, customers attribute higher value to a self-designed product if they enjoy the process. The importance of the self-design process found in this study bears clear relevance for companies which offer or plan to offer MC systems. It is not sufficient to design MC toolkits in such a way that they allow customers to design products according to their preferences. The affect caused by this process is also highly important. Toolkits should therefore stimulate positive affective reactions and at the same time keep negative affect to a minimum. (authors' abstract
    • …
    corecore