7 research outputs found

    What did I just read? : An eye-tracking and reading comprehension study on automatized text summaries

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    In modern society where time is of essence and almost everything is accessible with a click of a button, it is important that the information we take in is relevant, which is why automatized text summaries must contain necessary information and is understandable for the reader. This study aims to investigate if extracted and highlighted automatic text summaries are as comprehensive as the original text and the differences between extracted summary and highlight summary. The research will study the eyes movement during reading different types of texts, mainly focusing on fixation and saccades. The study found that readers tend to fixate more when reading summaries than an original text, which in turn lead to a longer time to read the text. For comprehensiveness there was no greater difference found between the summaries and the original text

    Flattened hierarchal interface in a Geographical Information System : Designing a system for creating and preparing maps for aviation

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    GIS have been plagued by complicated interfaces for some time but is improving. This thesis researches whether an interface with a flattened hierarchy is better suited for a geographical information system rather than a ribbon interface. Two interfaces were built for a system used to supply geographical data to aircraft and Mission support systems. A pre-study was conducted with the existing users and developers to synthesize initial requirements and conclude what is troublesome in the existing system and the workflow process. It was found that there was a lack of consistency in the current system and that the workflow felt ad-hoc. Two prototypes were developed as add-in in Esri’s newly launched ArcGIS Pro and usability tested, one using the ribbon interface and one with the flattened hierarchal interface. Using the subjective workload NASA TLX questionnaire, time on task and a questionnaire regarding the participants’ attitude towards the interface, it was able to see how the workload, efficiency and attitude for the different interfaces were. The usability testing of these interfaces showed no significant difference in time. There was only one significantly difference for the workload, it was in the physical scale. Users that first tested the ribbon interface and later the flattened hierarchal interface found the second interface to be significantly more demanding physically. An attitude questionnaire showed also that participants felt that the flattened hierarchal interface was significantly more overwhelming and would be more discouraged to use it compared to a ribbon interface

    Recommended precautions because of Covid-19 for perceptual, behavioural,quality and user experience experimentswith test persons in indoor labs

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    Based on the recommendations from the Public Health Agency of Sweden(Folkhälsomyndigheten; FHM) and a set of internal rules from RISE, the followingrules are published for how to conduct experiments involving test persons in the timesof the pandemic Covid-19. The recommendations are for non-invasive and non-medicaltests, e.g. perceptual, consumer, ergonomic and human-computer interaction teststaking place in an indoor laboratory. Specifically, in this document we are specifying how experiments with test personstargeting audio and visual presentations should be done considering necessaryprecautions imposed by the Covid-19 pandemic. Laboratory experiments with testpersons, as it involves inviting people to the lab, require particular planning and carefulconsideration, if they are to be carried out safely because of the risks imposed by theCovid-19 pandemic. The safety aspects are valid for both the invited test persons andare equally important for the health of the test leaders

    Towards intelligent Industry 4.0 5G networks: A first throughput and QoE measurement campaign

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    5G promises to usher in the industrial 4.0 era. In that era, intricately managed autonomous industrial sites with for example remotely controller equipment and autonomous units promise previously unseen levels of efficiency. Although such scenarios are elusive, they come with strict long-since established safety requirements. To uphold such requirements, intelligent industrial 5G networks, that actively take into account prevailing conditions and dynamics of the workers on the site, the equipment, and the network, are needed. Little is known about the dynamics of actual industrial 5G networks and the interplay between network performance and QoE. In this paper, as a step towards intelligent industrial 5G networks, we measure network performance for an industrial 5G network, and conduct QoE experiments with remote controlled industrial equipment on an operational site. The results revealed unexpected relationships between QoE and network performance that shows how important domain-specific knowledge is when researching intelligent industrial 5G networks

    Subjective evaluation of visual quality and simulator sickness of short 360 videos: ITU-T Rec. P.919

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    Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360 video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360 video from the cross-lab tests (involving ten laboratories and more than 300 participants) carried out by the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG). These tests were addressed to assess and validate subjective evaluation methodologies for 360 video. Audiovisual quality, simulator sickness symptoms, and exploration behavior were evaluated with short (from 10 seconds to 30 seconds) 360 sequences. The following factors' influences were also analyzed: assessment methodology, sequence duration, Head-Mounted Display (HMD) device, uniform and non-uniform coding degradations, and simulator sickness assessment methods. The obtained results have demonstrated the validity of Absolute Category Rating (ACR) and Degradation Category Rating (DCR) for subjective tests with 360 videos, the possibility of using 10-second videos (with or without audio) when addressing quality evaluation of coding artifacts, as well as any commercial HMD (satisfying minimum requirements). Also, more efficient methods than the long Simulator Sickness Questionnaire (SSQ) have been proposed to evaluate related symptoms with 360 videos. These results have been instrumental for the development of the ITU-T Recommendation P.919. Finally, the annotated dataset from the tests is made publicly available for the research community

    Subjective evaluation of visual quality and simulator sickness of short 360 videos : ITU-T Rec. P.919

    No full text
    Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360 video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360 video from the cross-lab tests (involving ten laboratories and more than 300 participants) carried out by the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG). These tests were addressed to assess and validate subjective evaluation methodologies for 360 video. Audiovisual quality, simulator sickness symptoms, and exploration behavior were evaluated with short (from 10 seconds to 30 seconds) 360 sequences. The following factors' influences were also analyzed: assessment methodology, sequence duration, Head-Mounted Display (HMD) device, uniform and non-uniform coding degradations, and simulator sickness assessment methods. The obtained results have demonstrated the validity of Absolute Category Rating (ACR) and Degradation Category Rating (DCR) for subjective tests with 360 videos, the possibility of using 10-second videos (with or without audio) when addressing quality evaluation of coding artifacts, as well as any commercial HMD (satisfying minimum requirements). Also, more efficient methods than the long Simulator Sickness Questionnaire (SSQ) have been proposed to evaluate related symptoms with 360 videos. These results have been instrumental for the development of the ITU-T Recommendation P.919. Finally, the annotated dataset from the tests is made publicly available for the research communi

    Subjective evaluation of visual quality and simulator sickness of short 360° videos: ITU-T Rec. P.919

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    —Recently an impressive development in immersive technologies, such as Augmented Reality (AR), Virtual Reality (VR) and 360° video, has been witnessed. However, methods for quality assessment have not been keeping up. This paper studies quality assessment of 360° video from the cross-lab tests (involving ten laboratories and more than 300 participants) carried out by the Immersive Media Group (IMG) of the Video Quality Experts Group (VQEG). These tests were addressed to assess and validate subjective evaluation methodologies for 360° video. Audiovisual quality, simulator sickness symptoms, and exploration behavior were evaluated with short (from 10 seconds to 30 seconds) 360° sequences. The following factors’ influences were also analyzed: assessment methodology, sequence
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