100,540 research outputs found
Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications
Immersive reality technologies, such as Virtual and Augmented Reality, have
ushered a new era of user-centric systems, in which every aspect of the
coding--delivery--rendering chain is tailored to the interaction of the users.
Understanding the actual interactivity and behaviour of the users is still an
open challenge and a key step to enabling such a user-centric system. Our main
goal is to extend the applicability of existing behavioural methodologies for
studying user navigation in the case of 6 Degree-of-Freedom (DoF).
Specifically, we first compare the navigation in 6-DoF with its 3-DoF
counterpart highlighting the main differences and novelties. Then, we define
new metrics aimed at better modelling behavioural similarities between users in
a 6-DoF system. We validate and test our solutions on real navigation paths of
users interacting with dynamic volumetric media in 6-DoF Virtual Reality
conditions. Our results show that metrics that consider both user position and
viewing direction better perform in detecting user similarity while navigating
in a 6-DoF system. Having easy-to-use but robust metrics that underpin multiple
tools and answer the question ``how do we detect if two users look at the same
content?" open the gate to new solutions for a user-centric system
Extending 3-DoF Metrics to Model User Behaviour Similarity in 6-DoF Immersive Applications
Immersive reality technologies, such as Virtual and Augmented Reality, have ushered a new era of user-centric systems, in which every aspect of the coding-delivery-rendering chain is tailored to the interaction of the users. Understanding the actual interactivity and behaviour of the users is still an open challenge and a key step to enabling such a user-centric system. Our main goal is to extend the applicability of existing behavioural methodologies for studying user navigation in the case of 6 Degree-of-Freedom (DoF). Specifically, we first compare the navigation in 6-DoF with its 3-DoF counterpart highlighting the main differences and novelties. Then, we define new metrics aimed at better modelling behavioural similarities between users in a 6-DoF system. We validate and test our solutions on real navigation paths of users interacting with dynamic volumetric media in 6-DoF Virtual Reality conditions. Our results show that metrics that consider both user position and viewing direction better perform in detecting user similarity while navigating in a 6-DoF system. Having easy-to-use but robust metrics that underpin multiple tools and answer the question "how do we detect if two users look at the same content?" open the gate to new solutions for a user-centric syste
Supporting social innovation through visualisations of community interactions
Online communities that form through the introduction of sociotechnical platforms require significant effort to cultivate and sustain. Providing open, transparent information on community behaviour can motivate participation from community members themselves, while also providing platform administrators with detailed interaction dynamics. However, challenges arise in both understanding what information is conducive to engagement and sustainability, and then how best to represent this information to platform stakeholders. Towards a better understanding of these challenges, we present the design, implementation, and evaluation of a set of simple visualisations integrated into a Collective Awareness Platform for Social Innovation platform titled commonfare.net. We discuss the promise and challenge of bringing social innovation into the digital age, in terms of supporting sustained platform use and collective action, and how the introduction of community visualisations has been directed towards achieving this goal
Performance measures of net-enabled hypercompetitive industries: the case of tourism
This paper investigates the theory and practise of e-metrics. It examines the tourism sector as one of the most successful sectors on-line and identifies best practice in the industry. Qualitative research with top e-Marketing executives demonstrates the usage and satisfaction levels from current e-metrics deployment, selection of e-metrics for ROI calculation as well as intention of new e-metrics implementation and future trends and developments. This paper concludes that tourism organizations gradually realise the value of e-measurement and are willing to implement e-metrics to enable them evaluate the effectiveness of their planning processes and assess their results against their short and the long term objectives
Analysis of the gamification applications to improve the energy savings in residential buildings
This paper proposes a set of metrics to evaluate and compare applications in a new but quickly developing field – energy management software (EMS) in residential buildings. The goal of the paper is to highlight tendencies and to detect drawbacks of pre sent applications to develop a new one taking into account the results of previous analysis. It shows a shortlist of applications examined. Provides the conclusion drawing to the metrics and proposes mai n issues to be considered in the development of a new application.Peer ReviewedPostprint (author's final draft
Exploring the information behaviour of users of Welsh Newspapers Online through web log analysis
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
Survey on Evaluation Methods for Dialogue Systems
In this paper we survey the methods and concepts developed for the evaluation
of dialogue systems. Evaluation is a crucial part during the development
process. Often, dialogue systems are evaluated by means of human evaluations
and questionnaires. However, this tends to be very cost and time intensive.
Thus, much work has been put into finding methods, which allow to reduce the
involvement of human labour. In this survey, we present the main concepts and
methods. For this, we differentiate between the various classes of dialogue
systems (task-oriented dialogue systems, conversational dialogue systems, and
question-answering dialogue systems). We cover each class by introducing the
main technologies developed for the dialogue systems and then by presenting the
evaluation methods regarding this class
When situativity meets objectivity in peer-production of knowledge:the case of the WikiRate platform
PurposeThe purpose of this paper is to further the debate on Knowledge Artefacts (KAs), by presenting the design of WikiRate, a Collective Awareness platform whose goal is to support a wider public contributing to the generation of knowledge on environmental, social and governance (ESG) performance of companies.Design/methodology/approachThe material presented in the paper comes from the first-hand experience of the authors as part of the WikiRate design team. This material is reflexively discussed using concepts from the field of science and technology studies.FindingsUsing the concept of the “funnel of interest”, the authors discuss how the design of a KA like WikiRate relies on the designers’ capacity to translate general statements into particular design solutions. The authors also show how this funnelling helps understanding the interplay between situativity and objectivity in a KA. The authors show how WikiRate is a peer-production platform based on situativity, which requires a robust level of objectivity for producing reliable knowledge about the ESG performance of companies.Originality/valueThis paper furthers the debate on KAs. It presents a relevant design example and offers in the discussion a set of design and community building recommendations to practitioners
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