41,740 research outputs found

    User perceptions of sound quality: implications for the design and use of audio-based mobile applications

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    This study sought to investigate the effect that contextual cues (in particular, device type and content type) have on the perception of sound quality. A sample of 49 participants were tested on different mobile devices sizes (small – iPhone, medium – iPad Mini, and large – iPad) which had identical sound output characteristics within in different usage contexts (generic content vs. musical training app contexts). Results showed that the users’ perception of generic sound types was affected by device type, with iPhones appearing to have better sound quality compared to larger devices. On the other hand, within application contexts, the application type seemed to affect user perceptions more, with the rhythm training application rating poorer on sound quality, picture quality, and likelihood of future use as compared to the pitch training application (although this may be due to the perceived increased difficulty). Together, these findings demonstrate the influence of device and content cues (when actual physical qualities are controlled) on user sound perception. Interestingly, differences in perceived sound quality was not accompanied by an overriding preference for that device as compared to other devices. Instead, considerations such as ease of use seemed to drive considerations for uptake of applications

    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

    QoE Modelling, Measurement and Prediction: A Review

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    In mobile computing systems, users can access network services anywhere and anytime using mobile devices such as tablets and smart phones. These devices connect to the Internet via network or telecommunications operators. Users usually have some expectations about the services provided to them by different operators. Users' expectations along with additional factors such as cognitive and behavioural states, cost, and network quality of service (QoS) may determine their quality of experience (QoE). If users are not satisfied with their QoE, they may switch to different providers or may stop using a particular application or service. Thus, QoE measurement and prediction techniques may benefit users in availing personalized services from service providers. On the other hand, it can help service providers to achieve lower user-operator switchover. This paper presents a review of the state-the-art research in the area of QoE modelling, measurement and prediction. In particular, we investigate and discuss the strengths and shortcomings of existing techniques. Finally, we present future research directions for developing novel QoE measurement and prediction technique

    The Big Picture on Small Screens Delivering Acceptable Video Quality in Mobile TV

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    Mobile TV viewers can change the viewing distance and (on some devices) scale the picture to their preferred viewing ratio, trading off size for angular resolution. We investigated optimal trade-offs between size and resolution through a series of studies. Participants selected their preferred size and rated the acceptability of the visual experience on a 200ppi device at a 4: 3 aspect ratio. They preferred viewing ratios similar to living room TV setups regardless of the much lower resolution: at a minimum 14 pixels per degree. While traveling on trains people required videos with a height larger than 35mm

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Users Perceptions of Headphones and Earbuds in Norway and Brazil: An Empirical Study Based on a Kahoot Quiz

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    Abstract. Headphones and earbuds are seemingly more popular than ever with the wide availability of smartphones and music streaming services. Such personal audio systems are also essential for many blind and visually impaired computer users that relies on text-to-speech. Few published studies address the users’ perceptions of such personal audio output devices. However, past research shows that negative perceptions may lead to device abandonment. General-purpose equipment may therefore be more successful than special purpose assistive technologies for marginalized groups. We therefore set out to gain insight into how users generally perceive headphones and earbuds, and we wanted to base our study in two different cultural contexts. A questionnaire built on a Kahoot quiz was developed involving 12 questions related to headphones and earbuds. A total of 100 participants were recruited in Norway and Brazil. The results show that intuitiveness is the most valued feature of these devices and cost was not. Brazilians expressed skepticism regarding the use of headphones while walking and when travelling on public transport, while Norwegians expressed that headphones were safe to use in such situations. Our experiences showed that Kahoot is a promising platform for conducting such experiments, as it may appear more engaging than regular questionnaires. Moreover, they are relatively easy to set up and allow response times to be measuredacceptedVersio

    Examining the role of smart TVs and VR HMDs in synchronous at-a-distance media consumption

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    This article examines synchronous at-a-distance media consumption from two perspectives: How it can be facilitated using existing consumer displays (through TVs combined with smartphones), and imminently available consumer displays (through virtual reality (VR) HMDs combined with RGBD sensing). First, we discuss results from an initial evaluation of a synchronous shared at-a-distance smart TV system, CastAway. Through week-long in-home deployments with five couples, we gain formative insights into the adoption and usage of at-a-distance media consumption and how couples communicated during said consumption. We then examine how the imminent availability and potential adoption of consumer VR HMDs could affect preferences toward how synchronous at-a-distance media consumption is conducted, in a laboratory study of 12 pairs, by enhancing media immersion and supporting embodied telepresence for communication. Finally, we discuss the implications these studies have for the near-future of consumer synchronous at-a-distance media consumption. When combined, these studies begin to explore a design space regarding the varying ways in which at-a-distance media consumption can be supported and experienced (through music, TV content, augmenting existing TV content for immersion, and immersive VR content), what factors might influence usage and adoption and the implications for supporting communication and telepresence during media consumption
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