4,935 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

    We can hear you with Wi-Fi!

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

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    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

    Android Flash Based Game for Hard Hearing Kids to Learn Malay Language through Cued Speech and Sign Language (MYKIU)

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    The purpose of this project is to build android application that use as compliment to conventional education system. It use to assist hard hearing kids learning environment to be more interactive and portable. Therefore Android Flash Based Game for Hard Hearing Kids to Learn Malay Language through Cued Speech and Sign Language (MYKIU) developed to assists in hard hearing learning process in reading. This application is using Cued Speech and Malay Sign Language as learning approach. Advantage of MYKIU is act as compliment for traditional system where hard hearing kids would be able to learn through game based approach even though they are not at school. In the android market, android applications that are developed using Malay Sign Language and Cued Speech are not exist yet; most of the application is in American Sign Language (ASL) and Cued Speech that using English vocabulary. Therefore, MYKIU is developed to break the barrier. MYKIU is developed using Cued Speech and Malay Sign Language (MSL) in Malay vocabulary; this application is specifically design to assist hard hearing kids in Malaysia. The scope of the study for this project is focusing for hard hearing kids from 6 to 9 years old. MYKIU developed using phase development life cycle. MYKIU is using Action Script 3 as the programming language. It is developed using Adobe Flash CS5.5 and Adobe Photoshop Portable CS5. MYKIU prototype is tested in Pusat Pertuturan Kiu, Kampung Pandan. The author is able to gather 10 students age from 6 to 9 years old to test the prototype. From the testing, MYKIU get good response when it use by hard hearing kids

    LipLearner: Customizable Silent Speech Interactions on Mobile Devices

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    Silent speech interface is a promising technology that enables private communications in natural language. However, previous approaches only support a small and inflexible vocabulary, which leads to limited expressiveness. We leverage contrastive learning to learn efficient lipreading representations, enabling few-shot command customization with minimal user effort. Our model exhibits high robustness to different lighting, posture, and gesture conditions on an in-the-wild dataset. For 25-command classification, an F1-score of 0.8947 is achievable only using one shot, and its performance can be further boosted by adaptively learning from more data. This generalizability allowed us to develop a mobile silent speech interface empowered with on-device fine-tuning and visual keyword spotting. A user study demonstrated that with LipLearner, users could define their own commands with high reliability guaranteed by an online incremental learning scheme. Subjective feedback indicated that our system provides essential functionalities for customizable silent speech interactions with high usability and learnability.Comment: Conditionally accepted to the ACM CHI Conference on Human Factors in Computing Systems 2023 (CHI '23

    Vision-based interaction within a multimodal framework

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    Our contribution is to the field of video-based interaction techniques and is integrated in the home environment of the EMBASSI project. This project addresses innovative methods of man-machine interaction achieved through the development of intelligent assistance and anthropomorphic user interfaces. Within this project, multimodal techniques represent a basic requirement, especially considering those related to the integration of modalities. We are using a stereoscopic approach to allow the natural selection of devices via pointing ges-tures. The pointing hand is segmented from the video images and the 3D position and orientation of the forefinger is calculated. This modality has a subsequent integration with that of speech, in the context of a multimodal interaction infrastructure. In a first phase, we use semantic fusion with amodal input, considering the modalities in a so-called late fusion state
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