39,552 research outputs found

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

    Get PDF
    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

    Teacher Evaluator Training & Certification: Lessons Learned From the Measures of Effective Teaching Project

    Get PDF
    Makes recommendations for the design and implementation of programs to train and certify principals in conducting teacher evaluations, including content, format, and length of training, scoring practice, and criteria for certification tests

    Segregated prisoners: nature imagery project in prisons as a program option

    Get PDF
    Master's Project (M.A.) University of Alaska Fairbanks, 2018Solitary confinement can be summarized as the state of being alone in a prison cell for 22 to 24 hours a day with minimal human interaction, little to no natural light, property restrictions, visitation constraints, and the inability to participate in group activities and communal meals. Solitary confinement can go by many names; it can be referred to as lockdown, Security or Special Housing Units (SHU), Special Management Units (SMU), administrative segregation, disciplinary or punitive segregation, restrictive housing, or "the hole". Solitary confinement is utilized for many purposes, primarily for the health and safety of themselves and others. It was first intended as a means of rehabilitation. However, instead, it has contributed to negative psychological and physiological effects on prisoners. There is argument for and against the use of solitary confinement and reformation efforts are being made to reduce solitary confinement. In an attempt to provide programming to segregated prisoners and reduce the amount of time that prisoners are in their cells, various correctional institutions have implemented nature imagery programs to reduce violent behavior and physiological states. Nature Imagery in Prisons Project (NIPP) was the first program of its kind and has laid the groundwork for other correctional institutions to follow. Programs such as this are designed for segregated prisoners and are used as a means of rehabilitation for these individuals as they prepare for their return to the community or to general prison population

    Trends and Techniques in Visual Gaze Analysis

    Full text link
    Visualizing gaze data is an effective way for the quick interpretation of eye tracking results. This paper presents a study investigation benefits and limitations of visual gaze analysis among eye tracking professionals and researchers. The results were used to create a tool for visual gaze analysis within a Master's project.Comment: pages 89-93, The 5th Conference on Communication by Gaze Interaction - COGAIN 2009: Gaze Interaction For Those Who Want It Most, ISBN: 978-87-643-0475-

    The perceptual and attentive impact of delay and jitter in multimedia delivery

    Get PDF
    In this paper we present the results of a study that examines the user’s perception—understood as both information assimilation and subjective satisfaction—of multimedia quality, when impacted by varying network-level parameters (delay and jitter). In addition, we integrate eye-tracking assessment to provide a more complete understanding of user perception of multimedia quality. Results show that delay and jitter significantly affect user satisfaction; variation in video eye path when either no single/obvious point of focus exists or when the point of attention changes dramatically. Lastly, results showed that content variation significantly affected user satisfaction, as well as user information assimilation

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

    Get PDF
    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

    Get PDF
    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations
    corecore