55,777 research outputs found

    Getting the big picture on small screens: Quality of experience in mobile TV

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    This chapter provides an overview of the key factors that influence the quality of experience (QoE) of mobile TV services. It compiles the current knowledge from empirical studies and recommendations on four key requirements for the uptake of mobile TV services: (1) handset usability and its acceptance by the user, (2) the technical performance and reliability of the service, (3) the usability of the mobile TV service (depending on the delivery of content), and (4) the satisfaction with the content. It illustrates a number of factors that contribute to these requirements ranging from the context of use to the size of the display and the displayed content. The chapter highlights the interdependencies between these factors during the delivery of content in mobile TV services to a heterogeneous set of low resolution devices

    Will mobile video become the killer application for 3G? - an empirical model for media convergence

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    Mobile carriers have continually rolled out 3G mobile video applications to increase their revenue and profits. The presumption is that video is superior to the already successful SMS, ringtones, and pictures, and can create greater value to users. However, recent market surveys revealed contradicting results. Motivated by this discrepancy, we propose in this paper a parsimonious model for user acceptance of mobile entertainment as digital convergence. Integrating research on Information Systems, Flow, and Media Psychology, we take a unique approach to user acceptance of digital convergence - platform migration. Our key proposition is that the interaction between media types and the platform-specific constraints is the key determinant of user evaluation. Particularly, users' involvement in the media is determined by both the entertaining time span on the original platform and the attentional constraint of the new platform. The mismatch between the two spans can result in lower level involvement, which in turn cause no or even negative user emotional responses. The model was tested with empirical data. We discuss the theoretical contributions, strategic and design implications, and future research directions derived from this theoretical framewor

    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

    Lazy User Behaviour

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    In this position paper we suggest that a user will most often choose the solution (device) that will fulfill her (information) needs with the least effort. We call this “lazy user behavior”. We suggest that the principle components responsible for solution selection are the user need and the user state. User need is the user’s detailed (information) need (urgency, type, depth, etc.) and user state is the situation, in which the user is at the moment of the need (location, time, etc.); the user state limits the set of available solutions (devices) to fulfill the user need. The context of this paper is the use of mobile devices and mobile services. We present the lazy user theory of solution selection, two case examples, and discuss the implications of lazy user behavior on user attachment to mobile services and devices, and to planning and execution of mobile services.User Attachment; Lazy User; Mobile Services; Mobile Devices; Adoption; Acceptance; Least Effort

    Delivering elder-care environments utilizing TV-channel based mechanisms

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    In this paper, we present a smart environment for elderly. What makes the development of such system challenging is that the concept of smartness for elderly brings to the extreme the idea of invisibility of the technology. In our experience, elders are well-disposed to new technologies, provided that those will not require significant changes - namely, they are invisible - to their habits. Starting from this consideration, 200 caregivers responses were collected by questionnaire, so as to better understand elders' needs and habits. A system was subsequently developed allowing elders to access a number of "modern web services" as standard TV channels: at channel 43 there is the health status, at channel 45 the photos of the family, at 46 the agenda of the week, just to mention few of the available services. The content of such services is automatically generated by the smart devices in the environment and is managed by the caregivers (e.g., family members) by simple web apps. Fourteen families were asked to install the system in their house. The results of these experiments confirm that the proposed system is considered effective and user-friendly by elders

    Analogue switch-off vs digital switch-on: rethinking policy strategies in the digital television era

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    In the last few decades, the traditional television landscape has come under pressure and the diffusion of digital television (DTV) services emerged as a hot issue. Especially for policy makers, access to DTV is considered a key element in the further development of the information society. Facilitating equal access for all to the new possibilities offered by digital television should be the central objective. In this context, policy makers are confronted with various challenges: How can they facilitate a smooth transition from analogue to digital terrestrial television? How should they handle digital dividend issues? In dealing with these topics, this article stresses the importance of a user-oriented approach

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    On the Integration of Adaptive and Interactive Robotic Smart Spaces

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    © 2015 Mauro Dragone et al.. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 3.0 License. (CC BY-NC-ND 3.0)Enabling robots to seamlessly operate as part of smart spaces is an important and extended challenge for robotics R&D and a key enabler for a range of advanced robotic applications, such as AmbientAssisted Living (AAL) and home automation. The integration of these technologies is currently being pursued from two largely distinct view-points: On the one hand, people-centred initiatives focus on improving the user’s acceptance by tackling human-robot interaction (HRI) issues, often adopting a social robotic approach, and by giving to the designer and - in a limited degree – to the final user(s), control on personalization and product customisation features. On the other hand, technologically-driven initiatives are building impersonal but intelligent systems that are able to pro-actively and autonomously adapt their operations to fit changing requirements and evolving users’ needs,but which largely ignore and do not leverage human-robot interaction and may thus lead to poor user experience and user acceptance. In order to inform the development of a new generation of smart robotic spaces, this paper analyses and compares different research strands with a view to proposing possible integrated solutions with both advanced HRI and online adaptation capabilities.Peer reviewe

    Demonstrating the feasibility of standardized application program interfaces that will allow mobile/portable terminals to receive services combining UMTS and DVB-T

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    Crucial to the commercial exploitation of any service combining UMTS and DVB-T is the availability of standardized API’s adapted to the hybrid UMTS and DVB-T network and to the technical limitations of mobile/portable terminals. This paper describes work carried out in the European Commission Framework Program 5 (FP5) project CONFLUENT to demonstrate the feasibility of such Application Program Interfaces (API’s) by enabling the reception of a Multimedia Home Platform (MHP) based application transmitted over DVB-T on five different terminals with parts of the service running on a mobile phone
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