2,292 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

    REAL TIME ASSISTANCE IN PHOTOGRAPHY USING SOCIAL MEDIA

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    Ph.DDOCTOR OF PHILOSOPH

    Interdisciplinary use of film, video and computer graphics for representing architecture

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    Thesis (M.S.V.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1985.MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCHIncludes bibliographical references (leaves 68-69).This thesis examines the interdisciplinary application of film, video and computer graphics to architecture. Three projects provide the basis of research: 1) An "interactive" videodisc of the design and construction of the Sagrada Familia Temple in Barcelona. 2) A videotape sketch of an urban space, "Trinity Church", December 1982. 3) Slow scan transmission of video images between Copley Square and the computer graphics lab of the Visible Language Workshop, M.I.T., April 1982. They investigate the potential of a media technology that is non-traditional for architects to: 1) Document the Design and Construction of contemporary building. (Projects 1 and 2) 2) Be used to assess the social and environmental impact of architecture and urban design. (Projects 2 and 3) 3) Communicate the pathos, cultural qualities, observable symbols and images of architecture and urban design. (Projects 1 and 2) 4) Document or creatively express a~chitecture through: (a) Computer 3-D Animation. (Project 1 ) (b) Computer Painting. (Projects 1 & 3) (c) Film Animation. (Projects 1 & 2 ) (d) Film Production. (Projects 1 & 2 ) (e) Slow Scan Transmission. (Project 3) (f) Sound Recording. (Projects 1 & 2 ) (g) Video Production. (Project 1) (h) Interactive Videodisc . (Project 1 ) A comparison with more traditional media (e.g. pencil on paper) will be used to assess the relative strengths and weaknesses of the new media tools. The pedagogical role of media for architects focuses the assessment.The approach within this document is more topical than technical. Technical materials developed for the above projects, such as source code by this thesis candidate, are for the most part immaterial to the nature of these findings with one exception . The design of a relational and hierarchical database for making videodisc technology an integrative medium is summarized.by Earl Mark.M.S.V.S

    The semantics of psychospace

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    Traditionally, in the landscape profession, landscape analysis has been concerned with the physical aspects of place. Properties like shape, amount, use, colour and content have been surveyed, identified and classed in their various combinations to describe ' place character '. With few exceptions, ( Appleton 1998 ), the psychological aspects of place as criteria for classification have been largely ignored. One of the reasons for this, has been the argument that such data are' subjective' and personal, when what is required is, ' objective', verifiable and subject to 'constancy'. Another equally valid objection has been the difficulty in defining and identifying the psychological properties of place.The proposed method of analysing places by their psychological properties depends on people being able to verbally describe their feelings and states of mind. To define the survey parameters, these personal , emotional and mental properties have been identified and arranged in spectrums. By selecting the appropriate terms to describe their feelings in place, psychological profiles can be prepared, describing person -place relationships. With many such profiles, linked to personal details, like age, activity, sex and culture, factor analysis allows statistical examinations to be made of these person -place relationships. These reveal consistent patterns, relating particular combinations of feelings to particular combinations of perceivable place properties.Language is the medium of analysis and a linguistic examination of the data allows its classification into different types of place property. Those which are tangible, nominals and nouns, like apples, beds and chairs, and those which are intangible and descriptors, like abnormality, banality and chaos. Linguistics also offers, through concepts like antonymy, the ability to express opposites or contrasts in design terms, like, alien -friendly, bold -weak, chaotic- ordered.Certain combinations of emotions and perceivable, intangible place properties indicate places of particular significance. These are defined as archetypes. Thus, Arcadia is emotionally peaceful, restful and tranquil, and perceivably fertile, productive and beautiful. Battlefield is tense, shocking, stressful and perceivably brutal, chaotic and dramatic.CG Jung, (1968) asserted that anthropomorphic archetypes exist in the 'collective unconscious' of society and that this innate knowledge prepares the mind for future encounters. His archetypes included concepts like Mother and Father, Superman and Hero. By extension, it is postulated that places are also archetypal.To relate people to places objectively, the concept of 'objective relativity' is evoked ( G H Mead. 1932), allowing personal properties like awe, beauty and calmness to be logically attributed to place, relative to particular people.The main concept on which the thesis is based, is 'Psychospace', a linguistic model of the total psychological experience of place. New concepts are created to describe further people - place relationships. Pratties are property feelings of people attributed to place and Percies are properties of place perceived by some people and not others, and therefore 'subjective', like order, chaos and formality.Also included in 'subjective' judgements are those of assessment. Procons are personal properties, like quality and value, good, bad and satisfactory, but also objectively relative.Methods are proposed for the analysis of places and people and the identification of concepts which are employed in the processes of design. Examples are shown and discussed of how the formulated principles work in practice

    Re-design of drivers’ car seat using three dimensional reverse engineering

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    Automobile seat design in current practice requires satisfying the ergonomics guidelines as well as considers the comfort expectation of the population. The main aim is to re-examine the existing car seat designs and to propose a novel seat design for better comfort. The number of cars reviewed for drivers’ seat features and user comfort are based on the analysis using a statistical tool. The statistical tool analysis is defined using data from the survey conducted. The proposed design is obtained using the 3-D Reverse Engineering procedure on the selected car seat models. The result is assessed to show that the modified car seat design is superior in terms of form, shape, seat features, usability and comfort. Through this work, the basic seat needs while driving, for example pain preclusion aspects and comfort weightage are defined. The survey done can expunge the expenditure for test experimentations in the future and the proposed methodology can be useful in establishing new design standards for the seat

    In Search of the DomoNovus: Speculative Designs for the Computationally-Enhanced Domestic Environment

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    Edited version embargoed until 01.02.2018 Full version: Access restricted permanently due to 3rd party copyright restrictions. Restriction set on 01.02.2017 by SC, Graduate schoolThe home is a physical place that provides isolation, comfort, access to essential needs on a daily basis, and it has a strong impact on a person’s life. Computational and media technologies (digital and electronic objects, devices, protocols, virtual spaces, telematics, interaction, social media, and cyberspace) become an important and vital part of the home ecology, although they have the ability to transform the domestic experience and the understanding of what a personal space is. For this reason, this work investigates the domestication of computational media technology; how objects, systems, and devices become part of the personal and intimate space of the inhabitants. To better understand the taming process, the home is studied and analysed from a range of perspectives (philosophy, sociology, architecture, art, and technology), and a methodological process is proposed for critically exploring the topic with the development of artworks, designs, and computational systems. The methodology of this research, which consists of five points (Context, Media Layers, Invisible Matter, Diffusion, and Symbiosis), suggests a procedure that is fundamental to the development and critical integration of the computationally enhanced home. Accordingly, the home is observed as an ecological system that contains numerous properties (organic, inorganic, hybrid, virtual, augmented), and is viewed on a range of scales (micro, meso and macro). To identify the “choreographies” that are formed between these properties and scales, case studies have been developed to suggest, provoke, and speculate concepts, ideas, and alternative realities of the home. Part of the speculation proposes the concept of DomoNovus (the “New Home”), where technological ubiquity supports the inhabitants’ awareness, perception, and imagination. DomoNovus intends to challenge our understanding of the domestic environment, and demonstrates a range of possibilities, threats, and limitations in relation to the future of home. This thesis, thus, presents methods, experiments, and speculations that intend to inform and inspire, as well as define creative and imaginative dimensions of the computationally-enhanced home, suggesting directions for the further understanding of the domestic life.Alexander S. Onassis Public Benefit Foundatio

    A Theory for the Dissemination of Educational Change Founded on Development of Affective Values Using Adaptive Behavior

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    75 leaves. Advisor: John HicksThe problem. Research into the value of art education within the curriculum has evolved a mode of instruction based on developing the individual student and his critical sensibilities, referred to as aesthetic education. The mode of art instruction currently in wide use based on the beauty of the final product and facility in the use of a wide range of materials has proven resistant to change. The problem lies in changing from one philosophy of art education to another. Procedure. Literature in the areas of aesthetic education, creativity, the affective domain, and behavior modification were searched for relationships which would be useful in formulating a theory that would be effective in changing teaching behaviors while developing a positive attitude about change. Findings. A theory was developed with two attendant models for its use, that combined the following characteristics: 1) the adaptive behavior that developed a creative product was suitable for introducing and developing a value, 2) the durability of the change would be governed by the rewarding contingencies, 3) an environment that encouraged divergence promoted an open attitude toward change. Conclusions. The successful assimilation of a new educational practice will be based on the value of its use rather than the knowledge of its attributes. Continuing and increasing emphasis upon inservice programs, provision for model programs, and continual self evaluation of teacher training programs regarding "theory into practice" are needed in the future
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