91,374 research outputs found

    Tool-Supported Analysis of Requirements Workshop Videos

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    Die Requirements Analysis bildet die Ausgangsbasis der Entwicklung eines Systems, bestehend aus Software und Hardware. Diese Analyse ist Teil des Requirements Engineerings, dessen konsequenter Einsatz, ausgehend von der Projektidee und den Zielen der Stakeholder, zu einer Spezifikation qualitativ hochwertiger Anforderungen fĂŒhrt. Die GĂŒte der erhobenen Anforderungen stellt einen entscheidenden Faktor fĂŒr den Erfolg eines Projekts dar. Das klassische Requirements Engineering ist oft sehr dokumentenzentriert, wodurch beispielsweise eine schriftliche Spezifikation als wesentliches Mittel zur Kommunikation von Anforderungen unter den Beteiligten verwendet wird. Dieser Ansatz birgt jedoch gewisse Risiken bezĂŒglich des Transports von Informationen ĂŒber das gesamte Projekt hinweg. Obwohl es sich bei einem Dokument um ein effektives Medium fĂŒr die langfristige Speicherung von Informationen handelt, ist dieses jedoch sehr ineffektiv bezĂŒglich der Informationsweitergabe im Sinne der direkten Kommunikation zwischen Personen. Das Medium des Videos hingegen stellt die effektivste Option zur Kommunikation von Informationen dar, weil es jegliche verbale und nonverbale Kommunikation erfassen kann. Jedoch erweist es sich wiederum in Bezug auf die langfristige Speicherung, Verwaltung und Pflege als sehr ineffektiv. Diese Diskrepanz zwischen den beiden Medien mit ihren jeweiligen VorzĂŒgen fĂŒr die Dokumentation beziehungsweise Kommunikation stellt eine aktuelle Problematik im Requirements Engineering dar. Durch die jeweils spezifischen Vor- und Nachteile der beiden Medien besteht die Frage in wie weit sie sich optimal kombinieren lassen, um eine ideale Balance zwischen mĂŒndlicher Kommunikation und schriftlicher Dokumentation zu erreichen. Die vorliegende Masterarbeit fokussiert die zuvor beschriebene Problematik in Hinblick auf die Integration von Videos in das Requirements Engineering. Konkreter wird diesbezĂŒglich die Aufzeichnung und Analyse von Requirements-Workshops-Videos in der Phase der Anforderungsermittlung, der sogenannte Elicitation, betrachtet. Dabei wird die langfristige Speicherung von Anforderungen in Form von Dokumenten unter der Verwendung von Videos als eigentliches Kommunikationsmittel angestrebt. In diesem Zusammenhang ist der aktuelle Stand der Forschung in den Bereichen des Requirements Engineerings und der Videoaufzeichnung und Videoanalyse betrachtet worden. Auf Basis dessen ist zum einen eine Menge von Anforderungen fĂŒr Videos ermittelt worden, die der Sicherstellung einer entsprechenden GĂŒte der Videos bei der Aufzeichnung und Analyse dienen. Zum anderen sind Anforderungen fĂŒr ein Werkzeug zur UnterstĂŒtzung der Aufzeichnung und Analyse von Requirements-Workshop-Videos erhoben worden. Dieses Werkzeug soll den Requirements Engineer in der Rolle des Protokollanten wĂ€hrend und nach der DurchfĂŒhrung eines Requirements Workshops unterstĂŒtzen, um qualitativ hochwertige Anforderungen fĂŒr ein WorkshopProtokoll zu erheben und zu dokumentieren. Das dafĂŒr vorgesehene Kernelement ist ein Annotationssystem fĂŒr Videos, um diesen mehr Struktur zu verleihen und eine bessere Navigation unter den relevanten Inhalten zu ermöglichen. Mit diesem Vorgehen wird eine Integration von Videos als Nebenprodukt zu dem Protokoll eines Workshops angestrebt. Durch diesen Ansatz soll die Diskrepanz zwischen den Medienarten Dokument und Video in Hinblick auf den Einsatz als Dokumentations- und Kommunikationsmittel verbessert werden, wobei die Vorteile des jeweiligen Mediums effizient eingesetzt werden. Eine Evaluation des prototypisch entwickelten Werkzeugs hat statistisch signifikant gezeigt, dass durch die werkzeugunterstĂŒtze Aufzeichnung und Analyse eines Requirements-Workshop-Videos qualitativ hochwertigere Anforderungen fĂŒr ein Protokoll erhoben werden. Diese Anforderungen weisen ĂŒber ihre jeweilig zugehörigen Annotationen einen engen Bezug zum Video auf, welches die erhobenen Anforderungen untermauert und damit die VerstĂ€ndlichkeit und Kommunikation der im Protokoll enthaltenen Informationen verbessert.The basis of the system development consisting of software and hardware is the so-called Requirements Analysis. This analysis is part of Requirements Engineering. Implementing Requirements Analysis consistently starting from the project idea and the objectives of the stakeholders leads to a high-quality requirements specification. The quality of the elicited requirements represents a decisive factor for the project success. Classical Requirements Engineering is often very document-centric. A written specification, for instance, is used as an essential means for communication of requirements among participants. However, this approach involves certain risks regarding the transport of information through the entire project. Although a document is an effective medium for long-term storage of information, it is very ineffective in relation to the dissemination of information within the meaning of the direct communication between persons. The medium video, in contrast, is the most effective option to communicate information, because it can record all verbal and non-verbal communication. But the medium video proves to be ineffective with respect to long-term storage, management and maintenance. This discrepancy between the two media in terms of their benefits for the documentation and communication represents a current problem in the Requirements Engineering. Since both media have their specific advantages and disadvantages, the question arises how they can be optimally combined in order to achieve an ideal balance between oral communication and written documentation. This master thesis focuses on the difficulty described above with respect to the integration of video into the Requirements Engineering. More specifically, the recording and analysis of requirements workshop videos in the Requirements Analysis, the so-called Elicitation, is considered. The long-term storage of requirements in the form of documents is intended by using videos as an actual means of communication. In this context, set of requirements for videos and for a tool to support recording and analysis of requirements workshop videos has been determined based on the current state of research in the fields of Requirements Engineering and video recording and analysis. The requirements for videos serve to ensure the quality of the videos in the recording and analysis. The developed prototype is intended to support a requirements engineer to record a requirements workshop in order to collect and document high-quality requirements for a workshop protocol. The designated core element is an annotation system for videos to create more structure and to enable better navigation among the relevant content. With this approach, the video integration is designed as a by-product to the workshop protocol. Integrating videos into written documentation diminishes the discrepancies between these different communication types and combines the advantages of both media. Finally, this thesis presents an evaluation of the prototype. It showed a statistically significant requirement quality improvement with the tool support. These requirements with associated annotations have a close link to the videos, which underpins the elicited requirements in the protocol and improves their understandability

    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

    Report on the Implementation of Work Package 4 “Selection and Testing New ICT Tools” in the Framework of the IRNet Project

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    This article, prepared by an international team of authors – researchers from different scientific areas, connected with ICT, e-learning, pedagogy, and other related disciplines – focuses on the objectives and some results of the IRNet international project. In particular, this article describes the research tools, methods, and some procedures of the Work Package 4 (WP4) “Selection and Testing New ICT tools”: Objectives, Tasks, Deliverables, and implementation of research trips. Researchers from partner universities have analysed the results of WP4 in the context of the next stages and Work Packages of the IRNet project – International Research Network

    English 4210—Syllabus

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    The syllabus for 4210 English: Writing for Social Justice. The syllabus includes an introduction and course overview, learning objectives, competencies, course assignments, evaluation, resources, and class schedule

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    Collective awareness platforms and digital social innovation mediating consensus seeking in problem situations

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    In this paper we show the results of our studies carried out in the framework of the European Project SciCafe2.0 in the area of Participatory Engagement models. We present a methodological approach built on participative engagements models and holistic framework for problem situation clarification and solution impacts assessment. Several online platforms for social engagement have been analysed to extract the main patterns of participative engagement. We present our own experiments through the SciCafe2.0 Platform and our insights from requirements elicitation
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