6,306 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

    Towards a multimedia remote viewer for mobile thin clients

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    Be there a traditional mobile user wanting to connect to a remote multimedia server. In order to allow them to enjoy the same user experience remotely (play, interact, edit, store and share capabilities) as in a traditional fixed LAN environment, several dead-locks are to be dealt with: (1) a heavy and heterogeneous content should be sent through a bandwidth constrained network; (2) the displayed content should be of good quality; (3) user interaction should be processed in real-time and (4) the complexity of the practical solution should not exceed the features of the mobile client in terms of CPU, memory and battery. The present paper takes this challenge and presents a fully operational MPEG-4 BiFS solution

    Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis

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    Purpose – Webometric techniques have been applied to many websites and online resources, especially since the launch of Google Analytics (GA). To date, though, there has been little consideration of information behaviour in relation to digitised newspaper collections. The purpose of this paper is to address a perceived gap in the literature by providing an account of user behaviour in the newly launched Welsh Newspapers Online (WNO). Design/methodology/approach – The author collected webometric data for WNO using GA and web server content logs. These were analysed to identify patterns of engagement and user behaviour, which were then considered in relation to existing information behaviour. Findings – Use of WNO, while reminiscent of archival information seeking, can be understood as centring on the web interface rather than the digitised material. In comparison to general web browsing, users are much more deeply engaged with the resource. This engagement incorporates reading online, but users’ information seeking utilises website search and browsing functionality rather than filtering in newspaper material. Information seeking in digitised newspapers resembles the model of the “user” more closely than that of the “reader”, a value-laden distinction which needs further unpacking. Research limitations/implications – While the behaviour discussed in this paper is likely to be more widely representative, a larger longitudinal data set would increase the study’s significance. Additionally, the methodology of this paper can only tell us what users are doing, and further research is needed to identify the drivers for this behaviour. Originality/value – This study provides important insights into the underinvestigated area of digitised newspaper collections, and shows the importance of webometric methods in analysing online user behaviour

    Optimized mobile thin clients through a MPEG-4 BiFS semantic remote display framework

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    According to the thin client computing principle, the user interface is physically separated from the application logic. In practice only a viewer component is executed on the client device, rendering the display updates received from the distant application server and capturing the user interaction. Existing remote display frameworks are not optimized to encode the complex scenes of modern applications, which are composed of objects with very diverse graphical characteristics. In order to tackle this challenge, we propose to transfer to the client, in addition to the binary encoded objects, semantic information about the characteristics of each object. Through this semantic knowledge, the client is enabled to react autonomously on user input and does not have to wait for the display update from the server. Resulting in a reduction of the interaction latency and a mitigation of the bursty remote display traffic pattern, the presented framework is of particular interest in a wireless context, where the bandwidth is limited and expensive. In this paper, we describe a generic architecture of a semantic remote display framework. Furthermore, we have developed a prototype using the MPEG-4 Binary Format for Scenes to convey the semantic information to the client. We experimentally compare the bandwidth consumption of MPEG-4 BiFS with existing, non-semantic, remote display frameworks. In a text editing scenario, we realize an average reduction of 23% of the data peaks that are observed in remote display protocol traffic

    How do different devices impact users' web browsing experience?

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    The digital world presents many interfaces, among which the desktop and mobile device platforms are dominant. Grasping the differential user experience (UX) on these devices is a critical requirement for developing user focused interfaces that can deliver enhanced satisfaction. This study specifically focuses on the user's web browsing experience while using desktop and mobile. The thesis adopts quantitative methodology. This amalgamation presents a comprehensive understanding of the influence of device specific variables, such as loading speed, security concerns and interaction techniques, which are critically analyzed. Moreover, various UX facets including usability, user interface (UI) design, accessibility, content organization, and user satisfaction on both devices were also discussed. Substantial differences are observed in the UX delivered by desktop and mobile devices, dictated by inherent device attributes and user behaviors. Mobile UX is often associated with personal, context sensitive use, while desktop caters more effectively to intensive, extended sessions. A surprising revelation is the existing discrepancy between the increasing popularity of mobile devices and the persistent inability of many websites and applications to provide a satisfactory mobile UX. This issue primarily arises from the ineffective adaptation of desktop-focused designs to the mobile, underscoring the necessity for distinct, device specific strategies in UI development. By furnishing pragmatic strategies for designing efficient, user-friendly and inclusive digital interfaces for both devices; the thesis contributes significantly to the existing body of literature. An emphasis is placed on a device-neutral approach in UX design, taking into consideration the unique capabilities and constraints of each device, thereby enriching the expanding discourse on multiservice user experience. As well as this study contributes to digital marketing and targe­ted advertising perspe­ctives
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