12,242 research outputs found
The Impacts of Privacy Rules on Users' Perception on Internet of Things (IoT) Applications: Focusing on Smart Home Security Service
Department of Management EngineeringAs communication and information technologies advance, the Internet of Things (IoT) has changed the way people live. In particular, as smart home security services have been widely commercialized, it is necessary to examine consumer perception. However, there is little research that explains the general perception of IoT and smart home services. This article will utilize communication privacy management theory and privacy calculus theory to investigate how options to protect privacy affect how users perceive benefits and costs and how those perceptions affect individuals??? intentions to use of smart home service. Scenario-based experiments were conducted, and perceived benefits and costs were treated as formative second-order constructs. The results of PLS analysis in the study showed that smart home options to protect privacy decreased perceived benefits and increased perceived costs. In addition, the perceived benefits and perceived costs significantly affected the intention to use smart home security services. This research contributes to the field of IoT and smart home research and gives practitioners notable guidelines.ope
Client-side mobile user profile for content management using data mining techniques
Mobile device can be used as a medium to send and receive the mobile internet content. However, there are several limitations using mobile internet. Content personalisation has been viewed as an important area when using mobile internet. In order for personalisation to be successful, understanding the user is important. In this paper, we explore the implementation of the user profile at client-side, which may be used whenever user connect to the mobile content provider. The client-side user profile can help to free the provider in performing analysis by using data mining technique at the mobile device. This research investigates the conceptual idea of using clustering and classification of user profile at the client-site mobile. In this paper, we applied K-means and compared several other classification algorithms like TwoStep, Kohenen and Anomaly to determine the boundaries of the important factors using information ranking separation
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NoTube â making TV a medium for personalized interaction
In this paper, we introduce NoTubeâs vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project. Main research questions relate to (1) data integration and enrichment - how to achieve unified and simple access to dynamic, growing and distributed multimedia content of diverse formats? (2) user and context modeling - what is an appropriate framework for context modeling, incorporating task-, domain and device-specific viewpoints? (3) context-aware discovery of resources - how could rather fuzzy matchmaking between potentially infinite contexts and available media resources be achieved? (4) collaborative architecture for TV content personalization - how can the combined information about data, context and user be put at disposal of both content providers and end-users in the view of creating extremely personalized services under controlled privacy and security policies? Thus, with the grand challenge in mind - to put the TV viewer back in the driver's seat â we focus on TV content as a medium for personalized interaction between people based on a service architecture that caters for a variety of content metadata, delivery channels and rendering devices
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Trusted integration of cloud-based NFC transaction players
Near Field Communication (NFC) is a short range wireless technology that provides contactless transmission of data between devices. With an NFC enabled device, users can exchange information from one device to another, make payments and use their NFC enabled device as their identity. As the main payment ecosystem players such as service providers and secure element issuers have crucial roles in a multi-application mobile environment similar to NFC, managing such an environment has become very challenging. One of the technologies that can be used to ensure secure NFC transaction is cloud computing which offers wide range of advantages compare to the use of a Secure Element (SE) as a single entity in an NFC enabled phone. This approach provides a comprehensive leadership of the cloud provider towards managing and controlling customer's information where it allows the SE which is stored within an NFC phone to deal with authentication mechanisms rather than storing and managing sensitive transaction information. This paper discusses the NFC cloud Wallet model which has been proposed by us previously [1] and introduces a different insight that defines a new integrated framework based on a trusted relationship between the vendor and the Mobile Network Operator (MNO). We then carry out an analysis of such a relationship to investigate different possibilities that arise from this approach
The simplicity project: easing the burden of using complex and heterogeneous ICT devices and services
As of today, to exploit the variety of different "services", users need to configure each of their devices by using different procedures and need to explicitly select among heterogeneous access technologies and protocols. In addition to that, users are authenticated and charged by different means. The lack of implicit human computer interaction, context-awareness and standardisation places an enormous burden of complexity on the shoulders of the final users. The IST-Simplicity project aims at leveraging such problems by: i) automatically creating and customizing a user communication space; ii) adapting services to user terminal characteristics and to users preferences; iii) orchestrating network capabilities. The aim of this paper is to present the technical framework of the IST-Simplicity project. This paper is a thorough analysis and qualitative evaluation of the different technologies, standards and works presented in the literature related to the Simplicity system to be developed
Value Creation in a QoE Environment
User behavior of multimedia services currently undergoes strong changes. This is reflected in several recent trends, e.g. the increase of rich media content consumption, preferences for more individual and personalized services and the higher sensitivity of end users for quality issues. These changes will eventually lead to strong changes in network traffic characteristics: rising congestion in peak times and less availability of bandwidth for the individual user. As a result, the quality as perceived by the end-user will decrease if network operators and service providers do not anticipate the required changes for the network. Measurable network requirements such as available video and speech quality, security and reliability are addressed by technologies that are commonly summed up in the Quality of Service (QoS) concept. However, the end-users' perception of quality is only reflected in the wider concept of Quality of Experience (QoE). This takes the measurable network requirements into account as well as customer needs, wants and preferences. For the implementation of QoE technologies several network components need to be added or changed resulting in high capital expenditures. Yet, it is not clear if these costs can be compensated with efficiency increases. Thus, new revenue streams for the network operator are necessary to incentivize investments in QoE technologies. In this paper we address four new value creation models that can serve as basis for more elaborated business models for network operators and other actors. We show how interest in QoE of the user, the content provider, the service provider and the advertiser induces new revenue streams. These models are embedded in five possible future QoE scenarios that reveal regulation, end user quality sensibility and end-to-end support as major issues for the future. --Business Models,Quality of Experience (QoE),Quality of Service (QoS),Value Creation
Designing a smooth service experience: Finding the balance between online and offline service
Tutkimuksen tavoitteena on selvittÀÀ, kuinka digitaalisen ja analogisen palvelun voi paremmin
yhdistÀÀ kokonaispalveluksi niin, ettÀ asiakas saa mahdollisimman sujuvan palvelukokemuksen.
Tutkimuksen aihe nousee Tunteesta arvoa palvelulle âhankkeesta, jossa
toteutettiin palvelumuotoilun kehitysprojekteja yhdessÀ viiden yrityksen kanssa. NiistÀ
useammassa konseptien osana oli digitaalinen palvelu, mutta haasteeksi nousi digitaalisen
kanavan yhdistÀminen analogiseen, eli fyysisessÀ tilassa tapahtuvaan palveluun.
NykypÀivÀnÀ digitaalisten palveluiden yleisyys on kasvanut ja ihmiset ovat yhÀ tottuneempia
kÀyttÀmÀÀn digitaalisia kanavia osana palvelukokonaisuutta. Toisaalta kÀyttÀjÀt ovat
myös tietoisia digitaalisten kanavien tarjoamista mahdollisuuksista ja siten heidÀn odotuksensa
ja vaatimuksensa palvelua kohtaan kasvavat. Eri palvelukanavien vÀlillÀ on kuitenkin
havaittavissa eroavaisuuksia ja siten yhtenÀisen ja sujuvan palvelukokemuksen syntyminen
asiakkaalle on vaikeaa. Asiakkaan tarpeiden ja odotusten sekÀ yrityksen tavoitteiden
huomioiden palvelupolun luomisessa mahdollistavat palvelun sujuvan etenemisen palvelukanavien
vÀlillÀ.
TÀssÀ on laadullisessa tutkimuksessa tutkimusaineisto on kerÀtty puolistrukturoituina
teemahaastatteluina. Tutkimusaineisto on analysoitu teemoittelemalla ja tutkimuksen
löydökset vastaavat kysymyksiin, miten sujuva palvelukokemus muotoillaan palvelumuotoilun
menetelmin, ja miten digitaalisia ja analogisia palvelukanavia tasapainotetaan palvelupolussa.
Tutkimuksen tuloksen muodostaa seitsemÀstÀ osasta koostuva työkalu, jonka
tarkoituksena on toimia palvelun muotoilun ja kehittÀmisen tukena.While working as a research assistant in Value through Emotion research project at University
of Lapland and doing service design projects with several companies, I noticed that there
is a challenge in designing a service that combines online and offline service channels.
Nowadays the trend is to have an online service, such as service application, as a part of the
overall service path, but there is often a gap between the online and offline elements of the
service in regards of the communication and the quality of service delivery.
The customers are more and more used to digital service channels and they are aware of the
possibilities that online channels can provide. Therefore the customers have high expectations
about the service delivery. Designing a service that keeps the continuity throughout
the service despite the form of delivery channel would be a solution for providing the customer
a smooth service experience.
In this research I study how a smooth service experience can be built using service design
methods. I also study how the balance between online and offline service channels can be
found in the overall service path. The research data of partly structured theme interviews
are analysed by qualitative research methods. As a result for this case study I present a toolkit
with seven templates that can be used as a guideline and support in the service design
process when combining online and offline service elements as a smooth service experience
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Television and the future internet: the NoTube project
[1st paragraph] 'New technology is transforming the TV industry', Mark Thompson, BBC Director General told the newspaper The Observer. The classic notion of TV being a set in the living room with finite channels and linear programming is already gone: TV has moved into the world of Internet and mobile technology and content is growing exponentially in terms of number and diversity. The notion of channels is being replaced by individual choice and on-demand programming. Distinctions between TV and other streaming content are blurred: both live in a shared connected online world. We expect that as the Future Internet develops, TV will complete this disruptive paradigm shift into becoming ubiquituous, always-available, and increasingly personalized. NoTube is a EU funded project (in the Objective 4.3 Intelligent Information Management) which began February 2009 and runs for three years, with the goal to prepare TV for the Future Internet â addressing challenges of TV content ubiquity and choice, personalization and integration
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