Дисертації з теми "Mobile web Quality of Experience"

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1

Allayiotis, Elias. "Characterization of Mobile Web Quality of Experience using a non-intrusive, context-aware, mobile-to-cloud system approach." Thesis, University of Central Lancashire, 2017. http://clok.uclan.ac.uk/20734/.

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Анотація:
This study presents a modelling approach for quantifying the Mobile Web Quality of Experience (MWQoE). It builds on current QoE and Web QoE research, and by fusing together data that is available on modern mobile devices, constructs a novel MWQoE model that is user-centered, context-aware and non-intrusive (does not depend on user feedback). This study identifies the factors which affect Web QoE and measures their effect on it in mobile scenarios. Moreover, this study explores scenarios in which Web QoE can be effectively characterized and enhanced, delivering a novel Mobile-to-Cloud system for the continuous evaluation of MWQoE in real-world environments. The significance of defining and evaluating MWQoE is identified. Specifically, MWQoE can be used by online providers to uncover customer insights and illustrate how the experience in using their products is perceived by their customers. In fact, MWQoE can be considered an important key performance indicator showing the technology acceptance or satisfiability of customers for a specific web product or service.
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2

Vajsar, Pavel. "Směrovací protokol pro sítě MANET zohledňující požadavky na kvalitu služeb." Doctoral thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-233650.

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Анотація:
The web and mobile web traffic is growing rapidly due to service accessibility in densely populated areas and massive usage of smart hand held devices (smartphones, pads and Internet dongles). This is a challenge for mobile operators and service providers, because it forces systematically increasing network throughput capacity and in parallel to keep this investment on profitable basis. On the other side, the user satisfaction with mobile broadband service should be considered as well, in order to balance the user expectations and mobile operator investments. Our work provides extensive QoE study for different conditions in sense of mobile web service, web content, network conditions and end user device. Finally, the obtained results create basis for more dimensional overview of mobile web QoE and allow to recognize quality and saturation thresholds based on network parameters. Further, obtained data provide base for design three prediction models for prediction of MOS (one for notebook, one for mobile device) and acceptability.
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3

Ye, Zakaria. "Analyse de Performance des Services de Vidéo Streaming Adaptatif dans les Réseaux Mobiles." Thesis, Avignon, 2017. http://www.theses.fr/2017AVIG0219/document.

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Анотація:
Le trafic vidéo a subi une augmentation fulgurante sur Internet ces dernières années. Pour pallier à cette importante demande de contenu vidéo, la technologie du streaming adaptatif sur HTTP est utilisée. Elle est devenue par ailleurs très populaire car elle a été adoptée par les différents acteurs du domaine de la vidéo streaming. C’est une technologie moins couteuse qui permet aux fournisseurs de contenu, la réutilisation des serveurs web et des caches déjà déployés. En plus, elle est exempt de tout blocage car elle traverse facilement les pare-feux et les translations d’adresses sur Internet. Dans cette thèse, nous proposons une nouvelle méthode de vidéo streaming adaptatif appelé “Backward-Shifted Coding (BSC)”. Il se veut être une solution complémentaire au standard DASH, le streaming adaptatif et dynamique utilisant le protocole HTTP. Nous allons d’abord décrire ce qu’est la technologie BSC qui se base sur le codec (encodeur décodeur) à multi couches SVC, un algorithme de compression extensible ou évolutif. Nous détaillons aussi l’implémentation de BSC dans un environnement DASH. Ensuite,nous réalisons une évaluation analytique de BSC en utilisant des résultats standards de la théorie des files d’attente. Les résultats de cette analyse mathématique montrent que le protocole BSC permet de réduire considérablement le risque d’interruption de la vidéo pendant la lecture, ce dernier étant très pénalisant pour les utilisateurs. Ces résultats vont nous permettre de concevoir des algorithmes d’adaptation de qualité à la bande passante en vue d’améliorer l’expérience utilisateur. Ces algorithmes permettent d’améliorer la qualité de la vidéo même étant dans un environnement où le débit utilisateur est très instable.La dernière étape de la thèse consiste à la conception de stratégies de caching pour optimiser la transmission de contenu vidéo utilisant le codec SVC. En effet, dans le réseau, des serveurs de cache sont déployés dans le but de rapprocher le contenu vidéo auprès des utilisateurs pour réduire les délais de transmission et améliorer la qualité de la vidéo. Nous utilisons la programmation linéaire pour obtenir la solution optimale de caching afin de le comparer avec nos algorithmes proposés. Nous montrons que ces algorithmes augmentent la performance du système tout en permettant de décharger les liens de transmission du réseau cœur
Due to the growth of video traffic over the Internet in recent years, HTTP AdaptiveStreaming (HAS) solution becomes the most popular streaming technology because ithas been succesfully adopted by the different actors in Internet video ecosystem. Itallows the service providers to use traditional stateless web servers and mobile edgecaches for streaming videos. Further, it allows users to access media content frombehind Firewalls and NATs.In this thesis we focus on the design of a novel video streaming delivery solutioncalled Backward-Shifted Coding (BSC), a complementary solution to Dynamic AdaptiveStreaming over HTTP (DASH), the standard version of HAS. We first describe theBackward-Shifted Coding scheme architecture based on the multi-layer Scalable VideoCoding (SVC). We also discuss the implementation of BSC protocol in DASH environment.Then, we perform the analytical evaluation of the Backward-Sihifted Codingusing results from queueing theory. The analytical results show that BSC considerablydecreases the video playback interruption which is the worst event that users can experienceduring the video session. Therefore, we design bitrate adaptation algorithms inorder to enhance the Quality of Experience (QoE) of the users in DASH/BSC system.The results of the proposed adaptation algorithms show that the flexibility of BSC allowsus to improve both the video quality and the variations of the quality during thestreaming session.Finally, we propose new caching policies to be used with video contents encodedusing SVC. Indeed, in DASH/BSC system, cache servers are deployed to make contentsclosed to the users in order to reduce network latency and improve user-perceived experience.We use Linear Programming to obtain optimal static cache composition tocompare with the results of our proposed algorithms. We show that these algorithmsincrease the system overall hit ratio and offload the backhaul links by decreasing thefetched content from the origin web servers
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4

Loureiro, Sara Cristina Pereira. "Quality of experience in web browsing." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23576.

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Анотація:
Mestrado em Engenharia de Computadores e Telemática
This Master dissertation has the aim of study, and further develop, a tool that allows to gather Quality of Experience metrics, in the Web browsing context, in order to perceive, as close to reality as possible, the experience that real users would have during the navigation in webpages. The gathering of Quality of Experience and Service metrics are essential for telecom operators, in order to diagnose the quality of services and, consequently, perceive the level of satisfaction of its clients. In this context, the solution was an application that acts independently and performs tests, that allow to infer the experience that a real user would face during the access to a webpage, through a real browser. The solution is able to: extract time metrics, information related with the Web navigation, the status of the webpage and its resources. Furthermore, it allows to con gure simple or more complex interaction test scenarios with the webpage, take screen captures during the test execution and even download all the les belonging to the webpage that were loaded. The solution was tested in order to evaluate its performance and returned values (metrics) reliability, comparing with a real navigation values.
Esta dissertação de Mestrado tem por objectivo o estudo e o desenvolvimento de uma ferramenta de aferição de métricas de Qualidade de Experiência, no contexto da navegação Web, de modo a percepcionar, da forma mais real possível, a experiência dos utilizadores comuns na navegação em paginas Web arbitrarias. A obtenção de métricas que permitam determinar a Qualidade de Experiência e de Serviço são uma ferramenta essencial para as operadores de telecomunicações, de forma a diagnosticar o nível de qualidade dos serviços prestados e, consequentemente, perceber o grau de satisfação dos clientes. Neste contexto, a solução desenvolvida foi uma ferramenta que actua de forma independente e efectua testes que permitem aferir a experiência a que um utilizador normal estaria sujeito face a navegação numa pagina Web, num browser real. Assim, a aplicação desenvolvida e capaz de: extrair intervalos temporais para inferir a qualidade da experiência, informações acerca da navegação e do estado da pagina Web, bem como dos seus componentes. Para alem disso, permite configurar cenários de interacção simples ou complexos com a pagina, tirar capturas de ecra em vários momentos durante o correr do programa e ainda, permite descarregar todos os ficheiros que compõem a pagina Web, que foram carregados. Esta solução foi sujeita a testes de averiguação do desempenho e da contabilidade dos valores devolvidos (métricas) pela mesma, quando comparados com uma navegação real.
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5

Ring, Lisa. "Designing the Mobile Web: Guidelines for User Interactionand Experience." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-87199.

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Анотація:
The area of mobile web is evolving rapidly but there are still no consensus regarding recommendations or best practices within the topic. Therefore this thesis is focused on interaction design within mobile web and compiles many dierent theories into guidelines for mobileweb design. The thesis may also be used as a foundation when deciding whether to developa native mobile application or a mobile adapted web application, or when choosing betweena separate mobile web application and a responsive web design.Components that are especially considered in this thesis are form elements and navigation menus. These are discussed relative to interaction on small touch screens such as smartphones and tablets. For example, text input elements can be optimized for the intended input format and one can take advantage of the device's native components for e.g. time and date input. A prototype of a responsive web application is also developed to further exemplify the theoretical theories. This is a exploratory study for the Swedish magazine Resume in collaboration with The Mobile Life and is focused on convert the original site into a responsive design, but still retain the overall Resume look and feel.
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6

Yusuf, Lateef. "Improving quality of experience for mobile video streaming." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53423.

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Анотація:
Thanks to their increasing sophistication and popularity, mobile devices, in the form of smartphones and tablets, have become the fastest growing contributors to Internet traffic. Indeed, smartphones are projected to account for 50% of global Internet traffic by 2017, with the share of mobile video increasing to about 40% of total Internet traffic. As users embrace Internet streaming of video, several studies have found that a small decrease in video quality leads to a substantial increase in viewer abandonment and disengagement rates. To handle the explosive growth in video traffic, Adaptive HTTP streaming, which exploits the prevalence of commodity web servers and content distribution networks, has emerged as the key technology for delivering video to end users. Although a number of systems have been proposed for HTTP video streaming in traditional environments and for fixed clients, existing platforms for video streaming on mobile devices are still in their infancy and do not address the additional challenges often experienced by mobile clients: high fluctuations in network conditions, heterogeneous networking interfaces, multiple form-factors, and limited battery life. In this dissertation, we propose a number of solutions for improving the Quality of Experience of HTTP video streaming on mobile devices. We begin by evaluating the performance of several existing video quality adaptation schemes when deployed on mobile platforms. Through experiments with smartphones in wide-area environments, we assemble several key findings. First, we show that the high fluctuations in network throughput on cellular and Wi-Fi networks impose significant challenges for efficiently architecting the video adaptation scheme. Second, we find significant differences between the performance of the current state-of-the-art schemes in controlled experimental settings and their performance in mobile settings on key quality metrics such as inefficiency, instability, rebuffering ratio, and startup latency. We also find noticeable differences in the behavior of the schemes under Wi-Fi and cellular network access, with most of the schemes performing worse when the network access is cellular. Given these observations, we hypothesize on the possible causes of these inefficiencies. We also identify the best practices of existing schemes and key insights from experimental results that can serve as foundations for addressing many of the limitations. Armed with these measurement-driven insights, we propose a novel video quality adaptation scheme, called MASS, which is more robust to the vagaries of the wireless networking conditions. We implement and evaluate our solution on commodity Android smartphones, and demonstrate significant performance gains over existing schemes. To further improve the streaming experience, we introduce an extension to HTTP video streaming that leverages the synergy between social network participation and video streaming to optimize end-user Quality of Experience. Our system, called SDASH, integrates and applies well-known concepts such as cooperative caching, prefetching, and P2P streaming for reducing bitrate fluctuations and optimizing the viewing experience. Finally, we develop a general infrastructure for constructing temporally and spatially localized P2P communities of mobile devices sharing similar interests. The platform enables on-demand cooperation among mobile clients based on device context and client preferences. We use a concrete implementation of the mobile P2P infrastructure for evaluating the performance of SDASH. This dissertation addresses the challenges facing Adaptive HTTP Streaming under mobile networking conditions. Through experimentation with commodity mobile devices, we show that the proposed techniques for bitrate adaptation and cooperative streaming can significantly improve the video viewing experience.
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7

Knoche, H. O. "Quality of experience in digital mobile multimedia services." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/1322706/.

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Анотація:
People like to consume multimedia content on mobile devices. Mobile networks can deliver mobile TV services but they require large infrastructural investments and their operators need to make trade-offs to design worthwhile experiences. The approximation of how users experience networked services has shifted from the inadequate packet level Quality of Service (QoS) to the user perceived Quality of Experience (QoE) that includes content, user context and their expectations. However, QoE is lacking concrete operationalizations for the visual experience of content on small, sub-TV resolution screens displaying transcoded TV content at low bitrates. The contribution of my thesis includes both substantive and methodological results on which factors contribute to the QoE in mobile multimedia services and how. I utilised a mix of methods in both lab and field settings to assess the visual experience of multimedia content on mobile devices. This included qualitative elicitation techniques such as 14 focus groups and 75 hours of debrief interviews in six experimental studies. 343 participants watched 140 hours of realistic TV content and provided feedback through quantitative measures such as acceptability, preferences and eye-tracking. My substantive findings on the effects of size, resolution, text quality and shot types can improve multimedia models. My substantive findings show that people want to watch mobile TV at a relative size (at least 4cm of screen height) similar to living room TV setups. In order to achieve these sizes at 35cm viewing distance users require at least QCIF resolution and are willing to scale it to a much lower angular resolution (12ppd) then what video quality research has found to be the best visual quality (35ppd). My methodological findings suggest that future multimedia QoE research should use a mixed methods approach including qualitative feedback and viewing ratios akin to living room setups to meet QoE’s ambitious scope.
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8

Berrios, Moron Jonathan Glenn. "Quality of Experience Provisioning in Mobile Cloud Computing." Thesis, Luleå tekniska universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70837.

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9

Minhas, Tahir Nawaz. "Network Impact on Quality of Experience of Mobile Video." Licentiate thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00523.

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Анотація:
To an end user, Quality of Experience (QoE) matters more than Quality of Service (QoS) because she is the owner of her experience, which is the result of her perception. In recent times, QoE got increasingly much attention from service providers, operators, manufacturers and researchers. Amongst others, they are interested to know how the users perceive the quality of multimedia streaming and how to predict the QoE by measuring network performance parameters. Below the network layer, different access networks can be used, but the internet and transport layers remain the same for everyone on best-effort internet. We highlight a set of possible factors that are contributing towards the QoE, from network via transport to application layer, including applications, codecs, middleware and devices. To investigate the relationship of QoS and QoE, emulation-based experiments were designed. For the purpose of emulation, different shapers are in use by the research community. We selected three popular shapers, NetEm, NISTnet and KauNet, and investigated their emulation capabilities with focus on delay, delay variation and bit rate in order to be able to select the best-suited shaper for future use. Then, we studied the effect of QoS parameters on mobile video QoE. To evaluate the video QoE, user tests were conducted. We observe a much larger sensitivity of users to freezes and their placement within the video than what is predicted by an objective video quality assessment tool that is recommended by the standardisation organization ITU. Furthermore, we investigated the role of codec and device on QoE in view of network-induced problems.
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10

Agboma, Florence. "Quality of experience management in mobile content delivery systems." Thesis, University of Essex, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.502143.

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11

Akbar, Adnan. "Influencing Factors on Quality of Experience (QoE) in Mobile Computing." Thesis, Mittuniversitetet, Avdelningen för informations- och kommunikationssystem, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-21786.

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Анотація:
Applications that can change their behaviour based on the user’s contextual appearance are called context-aware applications. Applications developed for smart phones, which carry a multitude of different sensors, and actuators have gained a huge penetration within the market. Frequent usage of mobile applications such as home automation, friend finder, car accident notification and tracking etc; have seen an increased growth from the user’s perspective. However, for such applications, it is necessary to have knowledge of the performance and cost parameters, which directly affect the QoE of the application users.  This thesis investigates possible context aware behaviours in real time situations and measures the Quality of Experience (QoE) as well as identifying the Packet Delay Variation (PDV). The background and some state-of-the-art technologies are studied, and based on these studies, three scenarios are designed and implemented and based on their QoE, results and conclusions are presented, with the  results obtained  shown by means of   graphical representations of the QoE and PDV values.
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12

Rodrigues, Tomás Marques. "End-user quality of service and experience in mobile networks." Master's thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23465.

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Анотація:
Mestrado em Engenharia de Computadores e Telemática
Mobile network operators use dedicated equipment (probes) to obtain performance, QoS and QoE metrics for their networks and services. This project aims to develop an Android application with probing features, not only complementing the dedicated equipment in the collection of information regarding performance, QoS and QoE, but also detecting problems in the network and its services automatically in mobile network commercial terminal and providing customer test tools and support for faster troubleshooting.
Os operadores de redes móveis recorrem a equipamentos dedicados (sondas) para obtenção de métricas relativas ao desempenho, QoS e QoE das suas redes e serviços. Pretende-se desenvolver uma aplicação Android com funcionalidades de sonda, não só complementando os equipamentos dedicados na recolha de informação relativa ao desempenho, QoS e QoE, como também detetando automaticamente problemas ao nível da rede e dos seus serviços no próprio terminal do cliente final, disponibilizando ferramentas de teste e suporte para uma resolução de problemas mais rápida e eficaz.
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13

Song, Wei. "User-driven quality of experience modelling for mobile video optimisation." Thesis, Queensland University of Technology, 2012. https://eprints.qut.edu.au/59518/1/Wei_Song_Thesis.pdf.

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Анотація:
The increasing demand for mobile video has attracted much attention from both industry and researchers. To satisfy users and to facilitate the usage of mobile video, providing optimal quality to the users is necessary. As a result, quality of experience (QoE) becomes an important focus in measuring the overall quality perceived by the end-users, from the aspects of both objective system performance and subjective experience. However, due to the complexity of user experience and diversity of resources (such as videos, networks and mobile devices), it is still challenging to develop QoE models for mobile video that can represent how user-perceived value varies with changing conditions. Previous QoE modelling research has two main limitations: aspects influencing QoE are insufficiently considered; and acceptability as the user value is seldom studied. Focusing on the QoE modelling issues, two aims are defined in this thesis: (i) investigating the key influencing factors of mobile video QoE; and (ii) establishing QoE prediction models based on the relationships between user acceptability and the influencing factors, in order to help provide optimal mobile video quality. To achieve the first goal, a comprehensive user study was conducted. It investigated the main impacts on user acceptance: video encoding parameters such as quantization parameter, spatial resolution, frame rate, and encoding bitrate; video content type; mobile device display resolution; and user profiles including gender, preference for video content, and prior viewing experience. Results from both quantitative and qualitative analysis revealed the significance of these factors, as well as how and why they influenced user acceptance of mobile video quality. Based on the results of the user study, statistical techniques were used to generate a set of QoE models that predict the subjective acceptability of mobile video quality by using a group of the measurable influencing factors, including encoding parameters and bitrate, content type, and mobile device display resolution. Applying the proposed QoE models into a mobile video delivery system, optimal decisions can be made for determining proper video coding parameters and for delivering most suitable quality to users. This would lead to consistent user experience on different mobile video content and efficient resource allocation. The findings in this research enhance the understanding of user experience in the field of mobile video, which will benefit mobile video design and research. This thesis presents a way of modelling QoE by emphasising user acceptability of mobile video quality, which provides a strong connection between technical parameters and user-desired quality. Managing QoE based on acceptability promises the potential for adapting to the resource limitations and achieving an optimal QoE in the provision of mobile video content.
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14

Shaikh, Junaid. "Non-Intrusive Network-Based Estimation of Web Quality of Experience Indicators." Licentiate thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00529.

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Анотація:
Quality of Experience (QoE) deals with the acceptance of a service quality by the users and has evolved significantly as an important concept over the past 10 years. Network operators and service providers have gained interest in QoE-aware management of networks, in order to better fulfill end-user demands and gain a competitive edge in the market. While this growth promises new business opportunities, it also presents several challenges to the networking researchers, which are mainly related to the assessment of user experience. Several QoE assessment models have been proposed to estimate the user satisfaction for a given service quality. Most of them are intrusive and require knowledge of the content reference. In contrast, the network operators require non-intrusive methods, which allow models to be implementable on the network-level without having much knowledge about that reference. The methods should be able to monitor QoE passively in real-time, based on the information readily available on network level. This thesis investigates indicators, which are intended to be used in the development of non-intrusive network-based methods for the real-time QoE assessment and monitoring. First, a bridge is made between the user and the network perspectives by correlating the user traffic characteristics measured on an operational network and user subjective experience tested on an experimental platform. It is shown that the user session volume appears to be an indicator of users’ interest in the service. Second, the TCP connection interruptions are investigated as an indicator to infer the user experience. It is found out that the request-level performance metrics show stronger correlations between the interruption rates and the network Quality of Service (QoS). Third, a wavelet-based criterion is devised to assist in the identification of those traffic gaps, which may result in the degradation of QoE. It can be implemented on the network-level in quasi-real-time to quickly identify the user-perceived performance issues.
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15

Radwan, Omar Amer. "An architectural framework for assessing quality of experience of web applications." Thesis, Brunel University, 2017. http://bura.brunel.ac.uk/handle/2438/14760.

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Анотація:
Web-based service providers have long been required to deliver high quality services in accordance with standards and customer requirements. Increasingly, however, providers are required to think beyond service quality and develop a deeper understanding of their customers’ Quality of Experience (QoE). Whilst models exist that assess the QoE of Web Application, significant challenges remain in defining QoE factors from a Web engineering perspective, as well as mapping between so called ‘objective’ and ‘subjective’ factors of relevance. Specifically, the following challenges are considered as general fundamental problems for assessing QoE: (1) Quantifying the relationship between QoE factors; (2) predicting QoE as well as dealing with the limited data available in relation to subjective factors; (3) optimising and controlling QoE; and (4) perceiving QoE. In response, this research presents a novel model, called QoEWA (and associated software instantiation) that integrates factors through Key Performance Indicators (KPIs) and Key Quality Indicators (KQIs). The mapping is incorporated into a correlation model that assesses QoE, in particular, that of Web Application, with a consideration of defining the factors in terms of quality requirements derived from web architecture. The data resulting from the mapping is used as input for the proposed model to develop artefacts that: quantify, predict, optimise and perceive QoE. The development of QoEWA is framed and guided by Design Science Research (DSR) approach, with the purpose of enabling providers to make more informed decisions regarding QoE and/or to optimise resources accordingly. The evaluation of the designed artefacts is based on a build-and-evaluate cycle that provides feedback and a better understanding of the utilised solutions. The key artefacts are developed and evaluated through four iterations: Iteration 1 utilises the Actual Versus-Target approach to quantify QoE, and applies statistical analysis to evaluate the outputs. Iteration 2: utilises a Machine Learning (ML) approach to predict QoE, and applies statistical tests to compare the performance of ML algorithms. Iteration 3 utilises the Multi-Objective Optimisation (MOO) approach to optimise QoE and control the balance between resources and user experience. Iteration 4 utilises the Agent-Based Modelling approach to perceive and gain insights into QoE. The design of iteration 4 is rigorously tested using verified and validated models.
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16

Ickin, Selim. "Quality of Experience on Smartphones : Network, Application, and Energy Perspectives." Doctoral thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00615.

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Анотація:
Smartphones have become crucial enablers for users to exploit online services such as learning, leisure, communicating, and socializing. The user-perceived quality of applications and services is an important factor to consider, in order to achieve lean resource management, to prevent user churn and revenue depletion of service or network providers. This is often studied within the scope of Quality of Experience (QoE), which has attracted researchers both in academia and industry. The objective of this thesis is to study the most important factors influencing QoE on smartphones and synthesize solutions for intervention. The temporal impairments during a real-time energy-hungry video streaming are studied. The aim is to quantify the influence of temporal impairments on the user-perceived video QoE at the network and application level together with energy measurements, and also to propose solutions to reduce smartphone energy consumption without degrading the user’s QoE on the smartphone for both user-interactive, e.g., video, and non-interactive cases. QoE measurements on smartphones are performed throughout in-the-wild user studies. A set of quantitative Quality of Experience (QoE) assessment tools are implemented and deployed for automatic data logging at the network- and application-level. Online momentary survey, Experience Sampling Method (ESM) software, and Day Reconstruction Method (DRM) along weekly face-to-face user interviews are employed. The subjective QoE is obtained through qualitative feedback including Mean Opinion Score (MOS) as well as in-situ indications of poor experiences by users. Additionally, energy measurements on smartphones are conducted in controlled-lab environment with the Monsoon device. The QoE of smartphone applications and services perceived by users depends on many factors including anomalies in the network, application, and also the energy consumption. At the network-level, high packet delay variation causes long video freezes that eventually impact negatively the end-user perceived quality. The freezes can be quantified as large time gaps in-between the displayed pictures during a video stream at the application-level. We show that the inter-picture time in cellular-based video stream can be represented via two-state exponential ON/OFF models. We show models representing the non-linear relationship between the QoE and the mean inter-picture time. It is shown that energy measurements help to reveal the temporal impairments in video stream enabling energy consumption as a QoE indicator. Next, energy waste and saving during temporal impairments are identified. Additionally, other video streaming use cases, e.g., “download first and watch later”, are studied and appropriate energy-saving download scheduling mechanisms are recommended. The possibility for decreasing energy consumption when the smartphone screen is OFF, while maintaining QoE, is revealed. We first show exponential models to represent user’s interaction with smartphone, then propose a NyxEnergySaver software, to control the cellular network interface in a personalized manner to save smartphone energy. According to our findings, more than 30% smartphone energy can be saved without impacting the user-perceived QoE.
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17

Gholamzadeh, Shirmohammadi Bamshad. "Relationships between Quality of experience and TCP flag ratios for web services." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1031.

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Анотація:
Context: Nowadays one of the most beneficial business in IT area is web services with huge amount of users. The key ofsuccess in these type of services is flexibility in terms of providing same quality of services (QoS) and ability of fasttroubleshooting when number of users increase rapidly. To achieve these targets, evaluation of the user satisfaction is highlyessential. Moreover it is required to link user dissatisfaction to QoS parameters in terms of troubleshooting. Objectives: The main aim the research is to find an intelligent method for evaluation of the user satisfaction. The method isproposed to estimate quality-of-experience (QoE) without asking users to send their feed back. Connecting to this aim, thesecond target is finding the definition of function in equations of QoS=function(QoE). And finally, comparison of theimpact of QoS parameters on mobile application users and web site users is the last objective. Methods: For this research a web-server for video sharing propose is designed. The users can use it via web site or anAndroid mobile application. The three main QoS parameters (Packet-loss, delay and throughput) are changed gradually. Theusers are asked to score the mobile application and web site at the same time. In parallel the traffic of web-server is capturedand analyzed. Then based on variations in mean opinion scores (MOS) and also changes in TCP flags, the proper patternsfor each of the QoS parameters is provided. In this part the QoE is linked to transport layer. For the second objective, theQoE is directly linked to QoS. On the other words the graphs with QoE as horizontal axis and one of the QoS parameters asvertical axis are provided. And finally based on the gradient of these trends, the amount of impact of QoS parameters onmobile application users and web site users is compared. Results: Based on the results of the research, decrement in SYN and FIN flags and increment in ACK is an alarm for downgoing user satisfaction. In this situation, the problem is belongs to packet-loss. Increasing in the percentage of SYN is alsoa signal for user dissatisfaction. In this case, the problem is result of delay. And finally if the web-server problem is aboutthroughput then, SYN, FIN and ACK has up going trends. In all of the cases the rest of TCP flags has not clear up going ordecreasing trend.The correlation between QoS and QoE is formulated. The trends of MOS relative to QoS parameters for mobile phone andlaptop are very similar in case of packet-loss. For throughput the mobile phone users are a little more sensitive. The mostsignificant difference between the MOS values for mobile application and web site is belongs to delay. The increment indelay has really big negative effect on mobile application users. Conclusion: The final method for user satisfaction evaluation is based on the way of variations in the TCP flags. Among allthe flags, SYN, FIN and ACK passed the criteria to make the patterns. Moreover the method indicate the problem isbelongs to which of the QoS parameters. The correlation between QoE and QoS is formulated. And finally according tothese formulas, two separate web-servers for mobile application and web site is recommended.
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18

Meyn, Anselm Joseph. "Mobile Video Crawler : Implementing a video streaming Quality of Experience measurement system." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177326.

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Анотація:
The usage of mobile video streaming services is growing at a tremendous rate. Given the proliferation of Internet video streaming sites, there is growing interest in understanding the Quality of Experience (QoE) of using these services and the roles of the many factors that contribute to the QoE. QoE has a direct impact on customer retention, which means that poor QoE means loss of revenue for video service providers. The quality of experience of a video streaming service may be objectively evaluated with the use of metrics such as, the amount of buffering during video playback and the time before the video actually starts playing. Collecting this data for analysis on a large scale is quite challenging. In this thesis work we discuss the work done on developing a system for collection and analysis of these metrics. The major part of this work is the development of an mobile application that automates the process of playing a list of videos at configurable intervals and during playback of each video records events of interest such as system statistics, video player events and traffic traces. The application has been published and may be used from different locations to collect a rich data set for detailed analysis and modeling of QoE in mobile Internet video streaming.
Användningen av mobila tjänster som utnyttjar video streaming växer i en snabb takt. I och med att antalet webbtjänster som utnyttjar video streaming ökar, finns det även ett växande intresse för att förstå Quality of Experience (QoE) för användningen av dessa tjänster, samt olika faktorer som inverkar på tjänstens QoE. QoE har en direkt inverkan på kundbevarande, vilket innebär att dålig QoE leder till förlorade intäkter för videotjänster. En videotjänsts kundupplevelse kan objektivt mätas med variabler som t.ex. antalet buffringspauser under tiden som videon spelas, samt tiden det tar för en video att börja spela. Att samla dessa data för analys på en större skala utgör en stor utmaning. I denna avhandling diskuterar vi arbetet som gjorts inom utvecklingen av ett system som samlar in och analyserar dessa variabler. Majoriteten av arbetet omfattar utvecklandet av en mobilapplikation som automatiskt spelar upp en lista av videon vid inställbara intervall, och under uppspelningen bandar in intressanta händelser så som statistik över systemet och nätverksanvändning, samt videospelarens händelser. Applikationen har blivit publicerad och kan användas från olika platser för att samla in en stor uppsättning data för detaljerad analys och modellering av QoE inom mobil Internet-video streaming.
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19

Majed, Najmeddine. "Measuring and improving the quality of experience of mobile voice over IP." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0099/document.

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Анотація:
Les réseaux mobiles 4G basés sur la norme LTE (Long Term Evolution), sont des réseaux tout IP. Les différents problèmes de transport IP comme le retard, la gigue et la perte despaquets peuvent fortement dégrader la qualité des communications temps réel telles que la téléphonie. Les opérateurs ont mis en oeuvre des mécanismes d’optimisation du transport de la voix dans le réseau afin d'améliorer la qualité perçue. Cependant, les algorithmes propriétaires de gestion de la qualité dans les terminaux ne sont pas spécifiés dans les standards. Dans ce contexte, nous nous intéressons aux mécanismes d'adaptation de média, intégrés dans les terminaux afin d'améliorer la qualité d’expérience (QoE). En particulier, nous évaluons de manière expérimentale des métriques QoE de la voix sur LTE (VoLTE) en utilisant une méthode de test standardisée. Nous proposons d’améliorer la méthode de test et discutons la manière dont cette méthode peut être étendue pour évaluer les performances du buffer de gigue. Nous évaluons également de manière expérimentale la qualité de WebRTC dans différentes conditions radios en utilisant un réseau réel. Nous évaluons l'impact du buffer de gigue et de la variation du débit sur la qualité mesurée. Pour améliorer la robustesse des codecs contre la perte de paquets, nous proposons d’utiliser une redondance simple au niveau applicatif. Nous implémentons cette redondance pour le codec EVS (Enhanced Voice Service) et nous évaluons ses performances. Enfin, nous proposons un protocole de signalisation qui permet d’envoyer des requêtes de redondance au cours d’une communication afin d’activer ou désactiver celle-ci dynamiquement
Fourth-generation mobile networks, based on the Long Term Evolution (LTE) standard, are all- IP networks. Thus, mobile telephony providers are facing new types of quality degradations related to the voice packet transport over IP network such as delay, jitter and packet loss. These factors can heavily degrade voice communications quality. The real-time constraint of such services makes them highly sensitive to delay and loss. Network providers have implemented several network optimizations for voice transport to enhance perceived quality. However, the proprietary quality management algorithms implemented in terminals are left unspecified in the standards. In this context, we are interested in media adaptation mechanisms integrated in terminals to enhance the overall Quality of Experience (QoE). In particular, we experimentally evaluate Voice over LTE (VoLTE) QoE metrics such as delay and Mean Opinion Score (MOS) sing a standardized test method. We propose some enhancements to the actual test method and discuss how this method can be extended to evaluate de-jitter buffer performance. We also experimentally evaluate WebRTC voice quality in different radio conditions using a realLTE test network. We evaluate the impact of jitter buffer and bit rate variations on the measured quality. To enhance voice codec robustness against packet loss, we propose a simple application layer redundancy. We implemented it for the Enhanced Voice Service (EVS) codec and evaluate it. Finally, we propose a signaling protocol that allows sending redundancy requests during a call to dynamically activate or deactivate the redundancy mechanism
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20

Shinwary, Ashfaq Ahmad. "Mapping of User Quality-of-Experience to Application Perceived Performance for Web Application." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3056.

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Анотація:
Web browsing posses a major share among the activities on the Internet. Heavy usage of web browsing makes the Web Quality of Experience (QoE) one of the critical factor in deciding the overall success of network services. Amongst others, Web QoE can be effected by the delays in network that can result in higher application download times. In this thesis work, an effort has been made to map applications level download times to Quality of Experience. A subjective analysis on how the user takes into account the domain of web browsing has been carried out. For this purpose a testbed was developed at Blekinge Institute of Technology on which different users were tested. Specific sequences of delays were introduced on the network which resulted in desired application download times. Regression analysis was performed and a mapping between user QoE and application download times was carried out. Based on the results conclusions were made which are presented in this thesis report.
maxi_aks@hotmail.com Skype: ashfaq84 LinkedIn: www.linkedin.com/in/ashfaqahmadshinwary
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21

Pokhrel, Jeevan. "Intelligent quality of experience (QoE) analysis of network served multimedia and web contents." Thesis, Evry, Institut national des télécommunications, 2014. http://www.theses.fr/2014TELE0027/document.

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Анотація:
De nos jours, l’expérience de l'utilisateur appelé en anglais « User Experience » est devenue l’un des indicateurs les plus pertinents pour les fournisseurs de services ainsi que pour les opérateurs de télécommunication pour analyser le fonctionnement de bout en bout de leurs systèmes (du terminal client, en passant par le réseaux jusqu’à l’infrastructure des services etc.). De plus, afin d’entretenir leur part de marché et rester compétitif, les différents opérateurs de télécommunication et les fournisseurs de services doivent constamment conserver et accroître le nombre de souscription des clients. Pour répondre à ces exigences, ils doivent disposer de solutions efficaces de monitoring et d’estimation de la qualité d'expérience (QoE) afin d’évaluer la satisfaction de leur clients. Cependant, la QoE est une mesure qui reste subjective et son évaluation est coûteuse et fastidieuse car elle nécessite une forte participation humaine (appelé panel de d’évaluation). Par conséquent, la conception d’un outil qui peut mesurer objectivement cette qualité d'expérience avec une précision raisonnable et en temps réel est devenue un besoin primordial qui constitue un challenge intéressant à résoudre. Comme une première contribution, nous avons analysé l'impact du comportement d’un réseau sur la qualité des services de vidéo à la demande (VOD). Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le système expert basé sur la logique floue pour évaluer la QoE à partir des paramètres de qualité de service de la couche réseau. Dans une deuxième contribution, nous avons analysé l'impact des paramètres QoS de couche MAC sur les services de VoD dans le cadre des réseaux sans fil IEEE 802.11n. Nous avons également proposé un outil d'estimation objective de la QoE qui utilise le réseau aléatoire de neurones pour estimer la QoE dans la perspective de la couche MAC. Pour notre troisième contribution, nous avons analysé l'effet de différents scénarios d'adaptation sur la QoE dans le cadre du streaming adaptatif au débit. Nous avons également développé une plate-Forme Web de test subjectif qui peut être facilement intégré dans une plate-Forme de crowd-Sourcing pour effectuer des tests subjectifs. Finalement, pour notre quatrième contribution, nous avons analysé l'impact des différents paramètres de qualité de service Web sur leur QoE. Nous avons également proposé un algorithme d'apprentissage automatique i.e. un système expert hybride rugueux basé sur la logique floue pour estimer objectivement la QoE des Web services
Today user experience is becoming a reliable indicator for service providers and telecommunication operators to convey overall end to end system functioning. Moreover, to compete for a prominent market share, different network operators and service providers should retain and increase the customers’ subscription. To fulfil these requirements they require an efficient Quality of Experience (QoE) monitoring and estimation. However, QoE is a subjective metric and its evaluation is expensive and time consuming since it requires human participation. Therefore, there is a need for an objective tool that can measure the QoE objectively with reasonable accuracy in real-Time. As a first contribution, we analyzed the impact of network conditions on Video on Demand (VoD) services. We also proposed an objective QoE estimation tool that uses fuzzy expert system to estimate QoE from network layer QoS parameters. As a second contribution, we analyzed the impact of MAC layer QoS parameters on VoD services over IEEE 802.11n wireless networks. We also proposed an objective QoE estimation tool that uses random neural network to estimate QoE from the MAC layer perspective. As our third contribution, we analyzed the effect of different adaption scenarios on QoE of adaptive bit rate streaming. We also developed a web based subjective test platform that can be easily integrated in a crowdsourcing platform for performing subjective tests. As our fourth contribution, we analyzed the impact of different web QoS parameters on web service QoE. We also proposed a novel machine learning algorithm i.e. fuzzy rough hybrid expert system for estimating web service QoE objectively
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22

Fida, Mah-Rukh. "Understanding mobile network quality and infrastructure with user-side measurements." Thesis, University of Edinburgh, 2019. http://hdl.handle.net/1842/33238.

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Анотація:
Measurement collection is a primary step towards analyzing and optimizing performance of a telecommunication service. With an Mobile Broadband (MBB) network, the measurement process has not only to track the network's Quality of Service (QoS) features but also to asses a user's perspective about its service performance. The later requirement leads to "user-side measurements" which assist in discovery of performance issues that makes a user of a service unsatisfied and finally switch to another network. User-side measurements also serve as first-hand survey of the problem domain. In this thesis, we exhibit the potential in the measurements collected at network edge by considering two well-known approaches namely crowdsourced and distributed testbed-based measurements. Primary focus is on exploiting crowdsourced measurements while dealing with the challenges associated with it. These challenges consist of differences in sampling densities at different parts of the region, skewed and non-uniform measurement layouts, inaccuracy in sampling locations, differences in RSS readings due to device-diversity and other non-ideal measurement sampling characteristics. In presence of heterogeneous characteristics of the user-side measurements we propose how to accurately detect mobile coverage holes, to devise sample selection process so to generate a reliable radio map with reduced sample cost, and to identify cellular infrastructure at places where the information is not public. Finally, the thesis unveils potential of a distributed measurement test-bed in retrieving performance features from domains including user's context, service content and network features, and understanding impact from these features upon the MBB service at the application layer. By taking web-browsing as a case study, it further presents an objective web-browsing Quality of Experience (QoE) model.
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23

Kumar, Kasireddy Sai Suren, and Bojja Vishnu Vardhan. "Measurements of Energy Consumptions in Mobile Applications with respect to Quality of Experience." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2456.

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Анотація:
Nowadays, Third Generation (3G) mobile phones equipped with powerful hardware are becoming popular and dominating the market of cellular com-munication systems. Features such as music and video players, in-built Global Positioning System (GPS) receivers, navigation maps, Internet connectivity and high resolution cameras has converted mobile phones into so called Smartphones. With the increase in applications and services, limitations on energy consumption are also increasing. Therefore, it is more im-portant for manufacturers to nd e ective means of increasing battery life of mobile phones, as the mobile device itself is energy consuming and longer operational times are demanded by customers. Good energy mangement in mobile phones requires a good understanding of the energy usage in mobile phones. To this end, this thesis report presents the results of power and energy consumption measurements conducted on available Smartphones. The services under investigation includes basic Smartphone functionalities and few Internet services are studied and conclusions were drawn. This paper presents a cost e ective methodology for reliable measurements of energy on Smartphones. It also examines the e ect of operating systems on en-ergy consumption in mobile phones and reports less energy consumption for Android supported phones. The energy consumption of these Smartphones with respect to various applications has been studied and related to Quality of Experience of users'. Based on the results conclusions were drawn.
This Thesis will serve as a guide to manufacturers and Users of smartphones while choosing smartphones and designing energy-efficient protocols.
+46 (0)723260656
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24

Sun, Jiong. "Football on mobile phones : algorithms, architectures and quality of experience in streaming video." Doctoral thesis, Umeå : Department of Applied Physics and Electronics, Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-831.

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25

Fredrikson, Rasmus. "Emulating a Native Mobile Experience with Cross-platform Applications." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-234312.

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Анотація:
This thesis compares a native Android application with two different classes of cross-platform applications, an interpreted application developed in React Native and a Progressive Web-Application (PWA). The main contribution of the thesis is a comparison table, placing application features on the y-axis and the evaluated frameworks on the x-axis. This table in conjunction with the cost analysis provide clear framework selection guidance. The evaluated applications were created to evaluate the frameworks' fulfillment of the enumerated features. A user study was performed to learn if there was any discernible difference between the evaluated applications. Qualitative data obtained from a think-aloud in the user study, indicates a slight preference for the PWA, despite a smaller feature set. However, quantitative analysis from a User Experience Questionnaire (UEQ) failed to show any systematic UX performance difference over the evaluated applications. Therefore, it is concluded that cross-platform applications are able to both emulate and even outperform a native experience in some regards, with the added advantage of significantly offsetting both development and maintenance costs. Finally, we recommend using a cross-platform mobile application framework if it provides all the features required by the intended application.
Denna rapport jämför en “Native Android”-applikation med två olika klasser av plattformsoberoende applikationer, en “Interpreted”-applikation utvecklad i React Native och en “Progressive Web”-Applikation (PWA). Det största bidraget från denna rapport är en jämförelsetabell, där applikationsfunktioner placeras på y-axeln och de utvärderade ramverken på x-axeln. Denna tabell, i konjunktion med en kostnadsanalys, förser läsaren med en tydlig guide vid val av ramverk. De utvärderade applikationerna skapades för att utvärdera ramverkens tillgänglighet till de uppräknade funktionerna. En användarstudie utfördes för att utreda huruvida det existerade någon märkbar skillnad mellan de utvärderade applikationerna. De kvalitativa data som erhölls från en “think-aloud” i användarstudien indikerar en liten preferens för PWA:n, trots att den har tillgång till färre funktioner. Den kvantitativa analysen från ett “User Experience Questionnaire” (UEQ) misslyckades med att visa någon systematisk skillnad i UX mellan de utvärderade applikationerna. Slutsatsen är därför att plattformsoberoende applikationer både kan emulera, och till och med överträffa, en naturlig upplevelse i vissa avseenden, med en ytterligare fördel av att både utvecklings- och underhållskostnader väsentligt minskar. Slutligen rekommenderar vi användandet av ett plattformsoberoende applikationsramverk förutsatt att det har tillgång till alla funktioner som krävs för den avsedda applikationen.
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26

Hemanth, Kumar Ravuri. "Study of Users’ Data Volume as Function of Quality of Experience for Churn Prediction." Thesis, Blekinge Tekniska Högskola, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13611.

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Анотація:
Customer churn has always been a problem to be addressed by the telecommunication service providers. So far, work done in this regard was based on analyzing historical data of the customers by using different data mining techniques. Investigations based on individual user behavior with a motive of churn prediction are expected to give an idea about the user’s point view towards churn. Data volumes/data usage of the users is seen as parameter to assess the satisfaction of the users with the service. The subjective and objective behavior of the mobile phone users has been captured by collecting data about the data volumes/data usage for both Wi-Fi and mobile services along with their ratings of Quality of Experience (QoE).   The Experience Sampling Method has been deployed to collect the user data. Android tool was used to collect weekly data volumes of the users. A questionnaire was prepared with questions regarding quality, annoyance and churn risk of the users. The questionnaire was used to collect the weekly opinions of the users on the service. A total of 22 users participated in the study, of which 3 persons churned to other service provider during the study. The data collected in the study was analyzed using averages, correlations and decision trees. Comparisons were made between Wi-Fi and mobile services, churners and non-churners/active users. A 2-fold churn prediction model was proposed based on conclusions of the study.
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27

Kurze, Albrecht. "Modellierung des QoS-QoE-Zusammenhangs für mobile Dienste und empirische Bestimmung in einem Netzemulations-Testbed." Doctoral thesis, Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-195066.

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Анотація:
In der theoretischen Auseinandersetzung mit mobilen Internet-Diensten sind Quality of Service (QoS) und Quality of Experience (QoE) als hochkomplexe und verbundene Konzepte zu erkennen. QoS umfasst dabei die technische Sicht auf das Telekommunikationsnetz, charakterisiert durch leistungsrelevante Parameterwerte (z. B. Durchsatz und Latenz). QoE hingegen bezieht sich auf die Bewertung des Nutzererlebnisses (z. B. Zufriedenheit und Akzeptanz). Zur gemeinsamen Erklärung bedarf es einer multi- bzw. interdisziplinären Betrachtung zwischen Ingenieurs- und Humanwissenschaften, da neben der Technik auch der Mensch als Nutzer in den QoS-QoE-Zusammenhang involviert ist. Ein mehrschichtiges Modell erfasst die relevanten Einflussfaktoren und internen Zusammenhänge zwischen QoS und QoE sowohl aus Netz- als auch Nutzersicht. Zur Quantifizierung des Zusammenhangs konkreter Werte in einer empirischen QoE-Evaluation wurde ein umfangreiches psychophysikalisches Laborexperiment konzipiert. Das dafür entwickelte Netzemulations-Testbed erlaubt mobiltypische Netz- und Nutzungssituationen gezielt in einem Testparcours zusammenzubringen. Die formulierten Prinzipien zur Testrelevanz, -eignung und -effizienz berücksichtigen hierbei die Besonderheiten des Testaufbaus und -designs mit echten Endgeräten und Diensten. Die Ergebnisse von über 200 Probanden bestätigen die vorhergesagten QoS-QoE-Charakteristiken der sechs untersuchten Dienste als kontinuierlich-elastisch bzw. sprunghaft-fest. Dienstspezifisch lässt sich jeweils von einem angestrebten Grad der Nutzerzufriedenheit auf die notwendigen Werte der QoS-Netzparameter schließen, woraus sich ein QoS-QoE-Zufriedenheitskorridor zwischen einem unteren und oberen Schwellwert ergibt. Teilweise sind dabei QoS-unabhängige Faktoren, z. B. die Art der Präsentation der Stimuli in der App auf dem Endgerät, als ebenso relevant zu erkennen wie die QoS-Netzparameter selbst
The thesis is centered on the relationship of Quality of Service (QoS) and Quality of Experience (QoE) for mobile Internet services. While QoS covers the technical view on the telecommunications network characterized by performance-related parameter values (e.g. throughput and latency), QoE refers to the assessment of the user experience (e.g. satisfaction and acceptability) in the use of the services. In the thesis QoS and QoE are revealed as highly complex and related concepts in theoretical contemplation. Integrating both concepts requires a multidisciplinary or interdisciplinary approach between engineering and human sciences to consider both - technological aspects of the network as well the human user. The designed multilayered model appropriately integrates the technical network view as well as the user's perspective by considering all relevant factors of influence and all internal relationships between QoS and QoE. The conducted extensive psychophysical laboratory experiment with real users, devices and services quantifies the relationship between specific QoS values and specific QoE values. A testbed developed for network emulation allows combining typical mobile network situations with typical usage situations in a controlled and focused manner. The three elaborated principles to test for relevance, suitability and efficiency take into account the special features of the test setup and test design. Test results gained from more than 200 volunteers confirm the predicted QoS-QoE-characteristics of the six tested mobile services to be either elastic or non-elastic. It is possible to conclude from the desired degree of user satisfaction on the necessary values of the QoS network parameters, which results in a QoS-QoE-corridor between lower and upper threshold values. Findings prove that QoS-independent factors, e.g. the type of presentation of the stimuli in the app on the user’s device, can be as relevant for QoE as the evaluated QoS network parameters themselves
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28

Mohammad, Shafi Kowsar, and Ravi Kumar Katta. "RELATIONSHIP BETWEEN NETWORK AND APPLICATION DOWNLOAD TIMES (WEB)." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4170.

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Internet has dominated the modern communication and information exchange and it is growing enormously day by day. Initially it is designed to off?er various applications like World Wide Web (WWW), Electronic Mail (E-Mail) and File Transfer (FTP). WWW has become very popular and today, Web traffic constitutes 70-80% in global Internet traffic. Web traffic generates by the end users, when they request for a web page. The web page transfers between various Web servers via different service networks to the end users. Web traffic has become very significant in the present world and the service providers have to offer best service to the customers. Quality of Service (QoS) is a measure of describing the performance of the service. Quality of Experience (QoE) explains the user perceived performance and it is subjective in nature. QoE influences the user satisfaction level, so QoS has to ensure to promote better QoE. User perceived QoE depends on page download time and it is an important parameter in evaluating the performance of web service. In this work we try to correlate the web page download times at both application-level and network-level. In particular, when there is a considerable delay in the network, we tried to correlate the application perceived download time with network-level download time. We explained the difference between application and network download times and how it varies with the applied delay. This work also shows how the download times at both levels are related to each other and their coefficient of correlation.
Internet har dominerat modern kommunikation och informationsutbyte och den växer enormt varje dag. Inledningsvis är det för att stänga? ER olika tillämpningar som World Wide Web (WWW), elektronisk post (e-post) och filöverföring (ftp). WWW har blivit mycket populärt och idag utgör webbtrafik 70-80% i den globala Internet-trafiken. Webbtrafik genererar av slutanvändarna, när de begär för en webbsida. Webbsidan överföringar mellan olika webbservrar via olika tjänsteleverantörer nätverk för slutanvändarna. Webbtrafik har blivit mycket betydande i dagens värld och tjänsteleverantörerna har att erbjuda bästa service till kunderna. Quality of Service (QoS) är ett mått för att beskriva utförandet av tjänsten. Kvalitet på Experience (QoE) förklarar användaren uppfattat utfall och det är en subjektiv karaktär. QoE påverkar hur nöjda användarna, så QoS måste se till att främja bättre QoE. Användare uppfattas QoE beror på sidan ladda ner tid och det är en viktig parameter vid utvärdering av prestanda av webbtjänsten. I detta arbete försöker vi att korrelera webben gånger sidan ladda ner på både program-nivå och på nätverksnivå. I synnerhet när det finns en betydande fördröjning i nätet, försökte vi att korrelera ansökan upplevda tid för nedladdning med nät-nivå nedladdning tid. Vi förklarade skillnaden mellan applikationer och nätverk gånger hämta och hur den varierar med den tillämpade dröjsmål. Detta arbete visar också hur hämtningstider på båda nivåerna är relaterade till varandra och deras korrelationskoefficient.
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29

Kellam, Hugh James Dowler. "A Conceptual Framework to Guide the Design, Delivery and Evaluation of Quality Mobile Learning Experiences." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32955.

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Mobile learning has the pedagogical potential to provide informal, context-based educational experiences that can teach practical and applicable workplace skills and behaviors. The goal of this study was to examine the learning experiences and outcomes of healthcare professionals as they participated in a mobile learning activity designed to teach them the technical and procedural skills for facilitating clinical consultations via videoconference. The primary research question was: How does the use of a curriculum framework to design mobile learning experiences impact the learning experiences and outcomes of healthcare professionals with regards to developing workplace skills and understanding clinical processes? Informed by a systematic review of the mobile learning literature, this dissertation proposed a conceptual framework to guide the implementation and evaluation of mobile learning based on five dimensions of instructional design: content, structure, delivery, usability and communities of practice. Physicians, nurses and healthcare administrators voluntarily participated in this pragmatic, mixed methods study. Their quantitative and qualitative feedback was utilized both to assess the validity of the proposed mobile learning experience conceptual framework as well as its quantitative and qualitative evaluation tools. The study found that informal, contextual mobile learning content can promote communication and collaboration among healthcare professionals, and provide them with hands-on learning experiences that can be easily situated in a specific workplace environment. Delivery was identified as perhaps the most critical element in increasing motivation and interactivity among participants, and communities of practice after the learning activity were found to increase collaboration and provide opportunities for problem-solving. The structure of embedding the informal mobile learning experience within a formal, didactic online learning course was also found by participants to provide the right mix of background knowledge and practical application to produce meaningful learning outcomes. Overall, the mobile learning experience conceptual framework synthesizes best practices in the literature and proposes innovative methods for the design and evaluation of effective mobile learning.
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30

Kurze, Albrecht. "Modellierung des QoS-QoE-Zusammenhangs für mobile Dienste und empirische Bestimmung in einem Netzemulations-Testbed." Technische Universität Chemnitz, 2015. https://monarch.qucosa.de/id/qucosa%3A20384.

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Анотація:
In der theoretischen Auseinandersetzung mit mobilen Internet-Diensten sind Quality of Service (QoS) und Quality of Experience (QoE) als hochkomplexe und verbundene Konzepte zu erkennen. QoS umfasst dabei die technische Sicht auf das Telekommunikationsnetz, charakterisiert durch leistungsrelevante Parameterwerte (z. B. Durchsatz und Latenz). QoE hingegen bezieht sich auf die Bewertung des Nutzererlebnisses (z. B. Zufriedenheit und Akzeptanz). Zur gemeinsamen Erklärung bedarf es einer multi- bzw. interdisziplinären Betrachtung zwischen Ingenieurs- und Humanwissenschaften, da neben der Technik auch der Mensch als Nutzer in den QoS-QoE-Zusammenhang involviert ist. Ein mehrschichtiges Modell erfasst die relevanten Einflussfaktoren und internen Zusammenhänge zwischen QoS und QoE sowohl aus Netz- als auch Nutzersicht. Zur Quantifizierung des Zusammenhangs konkreter Werte in einer empirischen QoE-Evaluation wurde ein umfangreiches psychophysikalisches Laborexperiment konzipiert. Das dafür entwickelte Netzemulations-Testbed erlaubt mobiltypische Netz- und Nutzungssituationen gezielt in einem Testparcours zusammenzubringen. Die formulierten Prinzipien zur Testrelevanz, -eignung und -effizienz berücksichtigen hierbei die Besonderheiten des Testaufbaus und -designs mit echten Endgeräten und Diensten. Die Ergebnisse von über 200 Probanden bestätigen die vorhergesagten QoS-QoE-Charakteristiken der sechs untersuchten Dienste als kontinuierlich-elastisch bzw. sprunghaft-fest. Dienstspezifisch lässt sich jeweils von einem angestrebten Grad der Nutzerzufriedenheit auf die notwendigen Werte der QoS-Netzparameter schließen, woraus sich ein QoS-QoE-Zufriedenheitskorridor zwischen einem unteren und oberen Schwellwert ergibt. Teilweise sind dabei QoS-unabhängige Faktoren, z. B. die Art der Präsentation der Stimuli in der App auf dem Endgerät, als ebenso relevant zu erkennen wie die QoS-Netzparameter selbst.
The thesis is centered on the relationship of Quality of Service (QoS) and Quality of Experience (QoE) for mobile Internet services. While QoS covers the technical view on the telecommunications network characterized by performance-related parameter values (e.g. throughput and latency), QoE refers to the assessment of the user experience (e.g. satisfaction and acceptability) in the use of the services. In the thesis QoS and QoE are revealed as highly complex and related concepts in theoretical contemplation. Integrating both concepts requires a multidisciplinary or interdisciplinary approach between engineering and human sciences to consider both - technological aspects of the network as well the human user. The designed multilayered model appropriately integrates the technical network view as well as the user's perspective by considering all relevant factors of influence and all internal relationships between QoS and QoE. The conducted extensive psychophysical laboratory experiment with real users, devices and services quantifies the relationship between specific QoS values and specific QoE values. A testbed developed for network emulation allows combining typical mobile network situations with typical usage situations in a controlled and focused manner. The three elaborated principles to test for relevance, suitability and efficiency take into account the special features of the test setup and test design. Test results gained from more than 200 volunteers confirm the predicted QoS-QoE-characteristics of the six tested mobile services to be either elastic or non-elastic. It is possible to conclude from the desired degree of user satisfaction on the necessary values of the QoS network parameters, which results in a QoS-QoE-corridor between lower and upper threshold values. Findings prove that QoS-independent factors, e.g. the type of presentation of the stimuli in the app on the user’s device, can be as relevant for QoE as the evaluated QoS network parameters themselves.
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31

Meitner, Michael John. "Evaluating Web-based perceptual survey methods for assessing quality of experience on Grand Canyon river trips." Diss., The University of Arizona, 1999. http://hdl.handle.net/10150/284902.

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Forty-seven sites along the Colorado River in the Grand Canyon National Park were presented to observers at the University of Arizona in one of four different presentation methodologies. The representational validity of the presentation methods for quantification of scenic beauty of locations was assessed by means of comparison among the presentation conditions. Results indicate that in heterogeneous landscapes, such as the Grand Canyon, independent ratings of individual photographs from a common location can not simply be averaged to find the overall rating of the location as a whole. In addition, when assessing the scenic beauty of locations that are constrained by a linear feature (Colorado River), the order of presentation is an important variable to consider in conjunction with the mode of presentation.
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32

Kurze, Albrecht, and Maximilian Eibl. "On test principles for a QoE evaluation using real services." Universitätsbibliothek Chemnitz, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-217196.

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We report on our experiences from two user studies (lab experiments) with nearly 300 participants for QoE evaluation using real mobile services and devices in our WiFi network emulation testbed. We briefly introduce our principles for integrating real services in these studies: how we selected relevant services, how we investigated their testability and how we tested them with high efficiency.
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33

Martinez, Ballesteros Luis Guillermo. "On the Incorporation of Quality of Experience (QoE) in Mobile Networks : A technical, regulatory and business analysis." Doctoral thesis, KTH, Radio Systems Laboratory (RS Lab), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-199090.

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Mobile operators face a scenario characterised by new challenges such as growing data consumption, a slowdown in subscriber growth and reduced revenues due to the success of OTT providers. To remain competitive, mobile operators must offer affordable services and think on strategies to retain current customers. Quality of Experience (QoE) is a well-established methodology for measuring and understanding the overall level of customer satisfaction with a service and has been presented as a way to improve telecommunication services. Even though QoE can be used to solve problems such as customer loyalty and optimisation of network resources in mobile networks, there is a great lack of knowledge on how mobile operators can take advantage of QoE and its potential benefits. This thesis explores the incorporation of QoE in mobile networks to improve their service offering from a technical, regulatory and business perspective.The technical level focuses on the definition of the mechanism to integrate QoE in the operation of mobile networks. The second part of this study has been focused on the regulatory framework on Net Neutrality. Finally,the third part of this thesis focuses on the identification of potential business scenarios and models based on the incorporation of QoE in mobile networks. An important conclusion is that due to the nature of the challenges faced by the mobile industry, a QoE analysis cannot be limited to a technical discussion. A technical solution can be the first step to the first step to overcoming industry challenges. However, it is important that a technical decision comes along with an informed analysis of the regulatory conditions and the business implications of the proposed solution. On the other hand, mobile operators require new methods that integrate technical, market and business considerations to improve their service offer. A method analysed in this dissertation is a Customer Experience Management (CEM) platform. Given the technical, regulatory and business factors covered in this thesis, a CEM platform can be used by mobile operators to make a better use of QoE in their business operation.
Mobiloperatörer möter ett scenario som kännetecknas av en ökande trend inom dataförbrukning, tecken på en avmattning i abonnenttillväxten, en en minskning av de traditionella intäkter på grund av framgången med OTT leverantörer. Dessutom, mobila användare har gott om alternativ för att ändra tjänsteleverantören. I det här fallet måste mobiloperatörer förbli konkurrenskraftiga baseras både på pris och deras abonnenter tillfredsställelse. Kvalitet Erfarenhets (QoE) införlivande i mobilnät kan vara ett av alternativen för att möta vissa mobilbranschen utmaningar som omfattar tekniska, kommersiella och marknadsnivå. QoE möjliggör en bredare och mer övergripande förståelse av användarnas erfarenheter med utförandet av applikationer, tjänster och nätverk, samtidigt som kompletterar traditionella techno-centric begrepp som Quality of Service(QoS). Händelse om användningen av QoE data har föreslagits som ettsätt att lösa problem som optimering av nätverksresurser och kundomsättning upplevs av mobiloperatörer, finns det fortfarande en lucka på hur man utnyttjar QoE och dess potentiella fördelar i ramen för mobilnät. Således är den övergripande inriktningen av denna avhandling på att analysera hur mobiloperatörer kan integrera QoE feedback för att förbättra sin serviceerbjudande.Men på grund av arten av de utmaningar som den mobila industrin står inför, denna analys kan inte begränsas till en teknisk nivå diskussion. även hitta en teknisk lösning skulle kunna vara det första steget för att övervinna utmaningarna på marknaden, är det viktigt att ett tekniskt beslut kommer tillsammans med en välgrundad analys av de regulatoriska förutsättningarna för att genomförandet och affärs konsekvenserna av den föreslagna lösningen.Så kan en skådespelare intresserad av genomförandet av det föreslagna i dennaavhandling mekanism har fler verktyg för ett välgrundat beslut fattandet. På teknisk nivå, fokuserar denna uppsats på identifiering av teknisk mekanismför att införliva QoE i mobilnätet. Sedan vår analys kretsar kring identifieringen av regelverket om nätneutralitet och dess potentiella inverkan på genomförandet av den föreslagna mekanismen för införliva QoE i mobilnät. Slutligen, och letar efter en helhetssyn på QoE frågan, erbjuder vi en analys av konsekvenserna av att införliva QoE för hela mobilnät ekosystemet och intressenterna längs hela värdenätverket.

QC 20161229


Quality of Experience: A Techno-economic Analysis
Quality of Experience and Net Neutrality
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34

Bäck, Oscar, and Niklas Andersson. "Google AMP and what it can do for mobile applications in terms of rendering speed and user-experience." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17952.

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On today’s web, a web page needs to load fast and have a great user experiencein order to be successful. The faster the better. A server side rendered webpage can have a prominent initial load speed while a client side rendered webpage will have a great interactive user experience. When combining the two,some users with a bad internet connection or a slow device could receive a pooruser experience. A new technology called Amplified Mobile Pages (AMP) wascreated by Google to help combat this issue.The authors of this report gives an answer to if Google AMP could maintain theuser experience while still contributing with a fast initial load speed for applica-tions. To do this, we conducted an experiment through creating a Google AMPapplication and compared it to another application using a different renderingengine called Pug. We have also measured the metrics: page load time, speedindex and application size between the two applications. To fully understandthe AMP format, the authors conducted a literature study, to further strengthentheir findings.Google AMP is a great technology but it can still grow to become better. Theformat could increase the speed of a website, however the same result could beachieved without AMP if focus was set on writing a fast application. From theexperiment, the authors concluded that Google AMP takes a great time to learnbecause of its own version of JavaScript through modules. The format also hasa different structure than standard HTML. From the tests, a smaller applica-tion does not favor the implementation of AMP. We did however derive fromthe experiment and the literature study that bigger applications could benefitfrom the perks of AMP and could therefor be a potential choice for old and newapplications.
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35

Skarin, Rebecka. "UX Design of Augmented Reality House Configurator : Mobile AR Application and Web Administration Interface Design." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79741.

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Many of us find it difficult to make big decisions, building ahouse is one of them. It is perhaps the biggest investment andproject that one takes on. During a house building project, thereare many things that needs to come together, you have to finda plot, choose a house model and lastly all those other choicesas for example the kitchen and bathroom details. It is in thisdecision process that it can be useful to be able to test differenthouse models and materials before the final decision is made.It is this process that is the focus of the thesis, or rather, a tool tofacilitate decisions. There are existing solutions today where the usercan change materials in houses online in virtual reality, this thesisexplores how this functionality could be conceived in an AR (AugmentedReality) environment. With this, the user can see their housein real size on the site before the construction has even begun.Neava AB has developed an application called Arvue where it is possibleto view an AR model of a house in real size. The houses NeavaAB produce belong to their customers, who are house companies.But as the team at Neava AB worked on developing customized configuratorsfor virtual reality, some challenges began to emerge.It takes a long time to agree with the customer which colour shadeis correct and the communication between the two at this stage ofproduction can sometimes take a long time. During which Neavahas to wait for the customer’s reply before they can continue theirwork. The problem regarding to the colours is also connected to thecustomers brand identity as the house companies all have their ownspecific appearance and want both the interface and images to reflectthis as strongly as possible. This increases the communicationbetween the two even further.The aim of the thesis is to design a tool where the house companycan administrate their own interface in the interactive AR configurator.The interface design is focused on user experience and evaluatedby measuring the usability and user experience.The work presented in this thesis applied a user centered designprocess, in which the most important part is to involve the users inthe design and to base the decisions upon their needs and feedbackin different ways. This work applied interviews, surveys, evaluationsand user testing continuously to control how well the results were inline with the identified needs.The thesis presents a proof of concept for how this tool for the housecompanies could be conceived by designing both the interface to administrateand the tool itself. By developing this tool Neava AB wouldboth reduce the time they spend on communication but also have aprogressive and innovative product service which could help reducethe environmental impact of building new houses. This is achievedby helping the users make better decisions and reduce the amountof re-buildt houses.
För många människor är det svårt att ta stora beslut, att bygga hus är ett av dessa. Det är kanske den största investeringen och projekt som man tar sig an. I ett husbygge är det många saker som ska stämma överrens, man ska hitta en tomt, välja en husmodell och till sist alla de där andra valen som till exempel köks- och badrumsdetaljer. Det är i detta beslutskede som det kan vara skönt att kunna testa olika husmodeller och material innan det slutliga beslutet tas. Det är denna process som är i fokus i detta examensarbete, eller rättare sagt ett verktyg för att underlätta besluten. Det handlar nämligenom en AR-applikation för hus. AR står för augmented reality(förstärkt verklighet) och med hjälp av denna kan användaren se sitt hus i verklig storlek på tomten innan någonting är bestämt eller ens påbörjat. Neava AB har utvecklat en applikation där det i dagsläget går att visa en AR-modell av ett hus i verklig storlek. Deras huvudsakliga kunder är husföretag som bygger modulära hus. Då teamet på Neava AB arbetat med att utveckla kundanpassade konfiguratorer för virtuell verklighet har några utmaningar börjat visa sig.Det tar lång tid att komma överens om vilken färgnyans som är korrekt och kommunikationen i detta skede av produktionen tar iblandväldigt lång tid varvid Neava måste invänta kundens bedöming påderas modeller. Detta problem är också kopplat till kundernas grafiska profil då kunderna alla har en specifik framtoning och vill att både gränssnitt och bilder ska återspegla denna så starkt som möjligt. Målsättningen med arbetet är att utforska hur ett verktyg för husföretagen att skapa sina egna gränssnitt skulle kunna se ut. Gränssnittet designas med fokus på användbarhet och användarupplevelse och utvärderas kontinuerligt jäntemot dessa kriterier. Projektet tillämpar en användarcentrerad designprocess där det centrala är att involvera användarna i designprocessen på olika sätt. Detta arbete tillämpar intervjuer, enkäter, utvärderingar och användartester genomgående för att kontrollera hur väl resultaten stämmer överrens med de identifierade behoven. Designen tas fram med utgånspunkt i de identifierade utmaningar och problem som funnits med hjälp av dessa metoder.Resultatet är ett koncept som illusterar hur detta verktyg skulle kunna se ut och fungera. Både hur en konfigurator för AR men också för hur en administrativ tjänst för en huskonfigurator skulle kunna se ut.Genom att designa gränssnittet för huskonfiguratorn i AR och medföljande administrativa tjänst så kunde ett förslag för detta verktyg presenteras. Om Neava skulle utveckla detta verktyg så skulle det både minska tiden som de lägger på kommunikation, men också ha tagit fram en innovativ och nytänkande produkt som kan bidra till att minska miljöpåverkan av nybyggnation genom säkrare beslut och minskad ombyggnation.
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36

Cabrejos, Luis Jorge Enrique Rivero, and 92-99332-2183. "Redesigning For Experience - REX : An Approach for the Evaluation of User Experience and Suggestion of Improvements in Mobile Applications." Universidade Federal do Amazonas, 2017. http://tede.ufam.edu.br/handle/tede/5861.

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CNPq - Conselho Nacional de Desenvolvimento Científico e Tecnológico
User eXperience (UX) refers to a holistic perspective and an enrichment of traditional quality models with non-utilitarian concepts, such as fun, joy, pleasure, hedonic value or ludic value. In order to evaluate UX in software applications, several technologies (tools, methods, techniques) have been proposed that range from using questionnaires to employing biometrics to gather quantitative and qualitative data on users’ experience. However, there is a need for research in the development of specific UX evaluation technologies that are easy and comfortable to use from the point of view of users, while supporting software engineers in the correction of the aspects that cause poor experiences. Additionally, new UX approaches should be proposed for evaluating mobile applications, as there is still a shortage of methods for this type of applications, which is rising in demand. This doctoral dissertation proposes an alternative approach for evaluating mobile applications called Redesigning for EXperience (REX), which intends to be less intrusive for users when extracting UX data, while generating reports containing design suggestions for improving the UX. We assessed the acceptance of the initial versions of the REX approach from the point of view of users and software engineers in two studies. When compared to 3E, a qualitative UX evaluation method, the results showed that REX was perceived as more fun, useful and more interactive. Additionally, software engineers considered REX useful and easy to understand, while suggesting improving its report to facilitate its understanding and increase its use. After working on the improvements opportunities from the empirical studies, we developed a tool support for the REX approach called the REX report generator. Also, we carried out an observational study to verify to which extent the REX approach could be applied in a real software development project. Thus, REX was employed by users to evaluate a mobile educational application and a discussion meeting was held with the software development team to discuss the improvement suggestions provided by REX to support the redesign process. The findings from the observational study indicated the satisfaction of users to report their experience with the REX approach, while the members of the development team agreed with the usefulness of the REX report and its improvement suggestions. By providing design suggestions, we aim to support software engineers in improving the UX of the developed mobile applications, thus increasing their quality and acceptance in the market.
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37

Godavarthi, Nandini Chowdary. "Power Consumption Models for Streaming on Mobile Terminals with On-Off Characteristics." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13570.

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The usage of smartphones has been increasing with surprising speed. These smartphones are popular for delivery of video content. The main drawbacks of these smartphones are battery life and video freezing. Despite, while streaming a video it consumes large of amount of power affecting QoE. So, in this case we considered streaming a video from server to mobile client involving ONOFF characteristics. While streaming, there exists some transition delay while switching the power states and the effect of these transition delays might affect instantaneous power consumption of the smartphone. Henceforth, this thesis aims to determine the effect on instantaneous power consumption from distributed state durations and transitions in exponential fluid flow model, for a streamed video. Power measurements along with ON and OFF times were measured with the help of a benchmark tool, Monsoon Power Monitor tool. VLQoE tool, a video streaming tool was used to present a two state model based on the inter-picture time, for the HTTP-based video streaming. Experiments were executed in a closed enclosure setup using a black-box to avoid external obstacles that might possibly affect the power consumption metrics. Considering these measurements, the effect on instantaneous power consumption stemming from the exponentially distributed state durations and transitions in the corresponding fluid flow model can be determined and modelled.
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38

Fabbrini, Nicola. "EventO: applicazione mobile per la gestione di eventi." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016.

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Анотація:
La tesi si propone di progettare e sviluppare un'applicazione mobile che permetta agli utenti di gestire i propri eventi di gruppo. Spesso accade che in gruppi numerosi sia difficile determinare un giorno in cui vi è la disponibilità di tutti i membri, per questo motivo è stata ideata un'applicazione che li aiuti a determinare quali sono i giorni in cui tutti, o la maggior parte, sono disponibili. Oltre a questo, il sistema permette di gestire la propria cerchia di amicizie ed i propri gruppi di amici, mantiene sincronizzate le informazioni degli eventi tra tutti i partecipanti e cerca di migliorare la user-experience utilizzando sistemi di caching locale per mostrare i dati il più velocemente possibile all'utente.
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39

Gao, Peng. "Viewer-Aware Intelligent Mobile Video System for Prolonged Battery Life." Thesis, North Dakota State University, 2017. https://hdl.handle.net/10365/31738.

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Анотація:
In the modern society, mobile is gradually going to become all about video streaming. The main reasons of video growth are mobile devices such as smartphones and tablets which enable people to have access to videos they would like to watch at anywhere and anytime. However, due to the large video data size and intensive computation, video processing leads to a huge power consumption. Mobile system designers typically focus on hardware-level power optimization techniques without considering how hardware performance interfaces with viewer experience. In my research, I investigated how viewing context factors affect mobile viewing experience. Furthermore, a viewer-aware intelligent mobile video system was designed to optimize power efficiency automatically in real-time according to the viewing context and maintain the same viewing experience. Our research opened a door for developments of future viewer-aware mobile system design, accelerating low-cost mobile devices with longer battery life.
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40

Onur, Ozgur Deniz. "A Complexity-utility Framework For Optimizing Quality Ofexperience For Visual Content In Mobile Devices." Phd thesis, METU, 2012. http://etd.lib.metu.edu.tr/upload/12614088/index.pdf.

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Анотація:
Subjective video quality and video decoding complexity are jointly optimized in order to determine the video encoding parameters that will result in the best Quality of Experience (QoE) for an end user watching a video clip on a mobile device. Subjective video quality is estimated by an objective criteria, video quality metric (VQM), and a method for predicting the video quality of a test sequence from the available training sequences with similar content characteristics is presented. Standardized spatial index and temporal index metrics are utilized in order to measure content similarity. A statistical approach for modeling decoding complexity on a hardware platform using content features extracted from video clips is presented. The overall decoding complexity is modeled as the sum of component complexities that are associated with the computation intensive code blocks present in state-of-the-art hybrid video decoders. The content features and decoding complexities are modeled as random parameters and their joint probability density function is predicted as Gaussian Mixture Models (GMM). These GMMs are obtained off-line using a large training set comprised of video clips. Subsequently, decoding complexity of a new video clip is estimated by using the available GMM and the content features extracted in real time. A novel method to determine the video decoding capacity of mobile terminals by using a set of subjective decodability experiments that are performed once for each device is also proposed. Finally, the estimated video quality of a content and the decoding capacity of a device are combined in a utility-complexity framework that optimizes complexity-quality trade-off to determine video coding parameters that result in highest video quality without exceeding the hardware capabilities of a client device. The simulation results indicate that this approach is capable of predicting the user viewing satisfaction on a mobile device.
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41

Edström, Tobias, and Christian Rosberg. "Adopting Mobile Internet? Findings from a Study on Mobile Internet Services Using a User Centred Perspective." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3308.

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Анотація:
In this master thesis we investigate Mobile Internet with the help of a user perspective and discuss the problems of Mobile Internet today. As the Internet revolution evolves into the Mobile Internet revolution the need for usable and desirable wireless services is increasing. Designing web based services for mobile devices and mobile users is significantly different than designing web based services for desktop use. Not only are there differences in the underlying technology but also, and perhaps most important, in the way people use the services. Our main purpose in this thesis is to investigate the occurrence of Mobile Internet from a user’s perspective, to present a definition of Mobile Internet and provide a deeper understanding of the phenomenon. The main objective is to present a theoretical framework regarding Mobile Internet usage and to investigate which user related factors to consider when developing services adapted for mobile use.
Webpage available at http://www.student.bth.se/~tecr.
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42

Xiao, Yao. "User perceived video quality modelling on mobile devices for Vp9 and H265 encoders." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/81842/1/Yao_Xiao_Thesis.pdf.

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Анотація:
This study constructs performance prediction models to estimate the end-user perceived video quality on mobile devices for the latest video encoding techniques –VP9 and H.265. Both subjective and objective video quality assessments were carried out for collecting data and selecting the most desirable predictors. Using statistical regression, two models were generated to achieve 94.5% and 91.5% of prediction accuracies respectively, depending on whether the predictor derived from the objective assessment is involved. These proposed models can be directly used by media industries for video quality estimation, and will ultimately help them to ensure a positive end-user quality of experience on future mobile devices after the adaptation of the latest video encoding technologies.
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43

Steczko, Jan. "Analysis of companies’ experience with cross-platform development compared to native development for mobile devices." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54424.

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Анотація:
Today, there are a handful of different platforms for mobile phones. Writing an application natively for each mobile operating system is time consuming and expensive. This situation has created a need for using cross-platform frameworks, that allow programmers to create an application once and run it on all platforms. The problem is that it is not certain whether cross-platform apps can fully replace native ones, or if by using cross-platform tools some desired qualities are lost. Investigating this issue would allow to find out which one of these two application development methods is better, or in which situation it is better to choose one over the other. Such knowledge would allow to decrease development time and costs. Companies that create mobile applications on a daily basis have expertise in this area. Thus, thirteen interviews were done with thirteen distinct businesses in order to research this problem. The results showed that native development produces higher quality applications, but there are some situations where it might be better to use cross-platform frameworks.
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44

Rajasekaran, Arunkumar, and Velanginichakravarthy Cherry. "Effect of Network OFF Times on Web Browsing QoE." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3420.

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Анотація:
The web user usually expects a better Quality of Service (QoS) from the Internet Service Provider (ISP) for the best Quality of Experience (QoE). User satisfaction and feedback is one of the most important factors for the service providers to determine their QoS and improve the network performance. Service providers are more interested in QoE to provide a better service to their users to maintain their customers in the competitive market. Since there is no much study work conducted in the QoE on web browsing, only a few studies are available for getting user feedbacks. So the ISP is facing a difficulty in the assessment of the user experience in the real time network. Network level performance can be measured by the ISP for QoS and user feedback can be measured for QoE. There is no study available on relating both the QoS and QoE. Relating the network level performance and the user perception is a difficult task for the service providers. In this study we have correlated both the network level traffic performance and user experience. In our experiment the user QoE is tested by applying various off times applied to some specific packets. Our main aim is to evaluate the network level performance and correlate it with the user feedback. Later, on focusing the network level performance network traffic is analyzed for different sessions with off times applied in DNS response, Base file response and Object response. We have discussed in the results by correlating the different sessions of off times that we applied and user feedback MOS. We have also discussed the relation of the network off time in the network with the number of requests sent from client to server and the number of flag bits like SYN & ACK, FIN & ACK and RST flags between the client and server. In this study we also discussed about the user feedback and how the user suffers on varying long response time. Finally, we conclude from our results about the major factor that affects the user feedback and the user interest in using the service again.
chakri PH: +918008316269
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45

Lepen, Dusan. "Impact of QoE related schedulers on 4G mobile network." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177538.

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Анотація:
Following the rapid development of mobile infrastructure and hand-held user devices like smartphones and tablets, the way that mobile networks have been utilized has changed accordingly. Users are no longer using their phones just to talk to and message each other, but have migrated most of their multimedia consumption to these devices. The increased network strain and reduced profit margins that new services bring to the table might lead to future decoupling between revenues and expenses in the network. In order to avoid this scenario various different strategies have been proposed and one of them is introduction of QoS/QoE related resource allocation techniques. This thesis looks at Interruption Prediction scheduler which tries to predict and prevent audio or video interruptions experienced during video conference call. In order to test the performance of these schedulers, MATLAB simulator reusing some of the functions from RUNE toolbox has been used. Results of the newly presented algorithms are compared with a QoE/QoS agnostic scheduler. Unfortunately results of these schedulers in the case of video conference are not as promising as they were in the case of some other types of services. The research done shows that these modifications of the scheduling algorithms do not help to increase the network performance in terms of observed KPIs (Total Time of Interruptions, Frequency of Interruptions and network throughput) in most of the described scenarios. However, there are some special scenarios when these schedulers show a certain potential.
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46

Aloqaily, Moayad. "User Experience-Based Provisioning Services in Vehicular Clouds." Thesis, Université d'Ottawa / University of Ottawa, 2016. http://hdl.handle.net/10393/35545.

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Today, the increasing number of applications based on the Internet of Things, as well as advances in wireless communication, information and communication technology, and mobile cloud computing have allowed users to access a wide range of resources while mobile. Vehicular clouds are considered key elements for today’s intelligent transportation systems. They are outfitted with equipment to enable applications and services for vehicle drivers, surrounding vehicles, pedestrians and third parties. As vehicular cloud computing has become more popular, due to its ability to improve driver and vehicle safety and provide provisioning services and applications, researchers and industry have growing interest in the design and development of vehicular networks for emerging applications. Though vehicle drivers can now access a variety of on-demand resources en route via vehicular network service providers, the development of vehicular cloud provisioning services has many challenges. In this dissertation, we examine the most critical provisioning service challenges drivers face, including, cost, privacy and latency. To this point, very little research has addressed these issues from the driver perspective. Privacy and service latency are certainly emerging challenges for drivers, as are service costs since this is a relatively new financial concept. Motivated by the Quality of Experience paradigm and the concept of the Trusted Third Party, we identify and investigate these challenges and examine the limitations and requirements of a vehicular environment. We found no research that addressed these challenges simultaneously, or investigated their effect on one another. We have developed a Quality of Experience framework that provides scalability and reduces congestion overhead for users. Furthermore, we propose two theory-based frameworks to manage on-demand service provision in vehicular clouds: Auction-driven Multi-objective Provisioning and a Multiagent/Multiobjective Interaction Game System. We present different approaches to these, and show through analytical and simulation results that our potential schemes help drivers minimize costs and latency, and maximize privacy.
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47

Sedkowska, Justyna. "How does the user experience of a progressive web application compare to native application? : A case study on user's attitude in context of social media." Thesis, Jönköping University, Tekniska Högskolan, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-50128.

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Purpose–The purpose of this thesis paper was to measure differences in the user experience provided by the Progressive Web App technology in comparison to native application in a context of social media. The study investigated users attitude towards different user interfaces implemented in the PWA and the native application. Method–This paper isqualitative research in the field of user experience. Usability tests paired with semi-structured interview were chosen as research methods for this study. The study has been conducted on Twitter's PWA and Android application. Ten participants took part in the study. Findings–The results have shown that most of the participants can identify differences in the user interfaces of both apps. Although both applications provided the same functionalities, the different UI solutions were the major factor influencing users feelings. On top of that, different user interfaces did not change the user's perception of the platform's consistency. As a result, more participants preferred the PWA over the native app. Moreover, results suggest that PWA can provide native-like experience in the context of social media. Implications–The main contribution of this bachelor thesis is a comparison of user experience on PWA and native app technology in the context of social media. This research opens a discussion about the need for companies to broader their digital presence by implementing PWA technology as it can bring benefit to users and businesses. Limitations–The main limitation of this study is a low number of participants caused by restrictions of social distancing inthe times of global pandemic. On top of that, the convenient sampling method has been used. Keywords–User Experience, Progressive Web Application,User Interface, Native Mobile Application, Attitude
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48

Moreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.

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Анотація:
Les terminaux mobiles offrent à ce jour des performances de plus en plus élevées (CPU, résolution de l’écran, capteurs optiques, etc.) Cela rehausse la qualité vidéo des services média, que ce soit pour le visionnage de contenu vidéo (streaming, TV, etc.) ou pour des applications interactives telles que le jeu vidéo. Mais cette évolution concernant l'image n'est pas ou peu suivie par l'intégration de systèmes de restitution audio de haute qualité dans ce type de terminal. Or, parallèlement à ces évolutions concernant l'image, des solutions de son spatialisé sur casque, à travers notamment la technique de restitution binaurale basée sur l'utilisation de filtres HRTF (Head Related Transfer Functions) voient le jour.Dans ce travail de thèse, nous nous proposons d’évaluer l’intérêt que peut présenter le son binaural lorsqu'il est utilisé sur une application mobile audiovisuelle. Une partie de notre travail a consisté à déterminer les différents sens que l’on pouvait donner au terme « application mobile audiovisuelle » et parmi ces sens ceux qui d’une part étaient pertinents et d’autre part pouvaient donner lieu à une évaluation comparative avec ou sans son binaural.Le couplage entre son binaural et visuel sur mobile occasionne en premier lieu une question d’ordre perceptive : comment peut-on organiser spatialement une scène virtuelle dont le son peut se déployer tout autour de l’utilisateur, et dont le visuel est restreint à un si petit écran ? La première partie de cette thèse est consacrée à cette question. Nous menons une expérience visant à étudier le découplage spatial possible entre un son binaural et un visuel rendus sur smartphone. Cette expérience révèle une forte tolérance de l’être humain face aux dégradations spatiales pouvant survenir entre les deux modalités. En particulier, l’absence d’individualisation des HRTF, ainsi qu’un très grand découplage en élévation ne semblent pas affecter la perception. Par ailleurs, les sujets semblent envisager la scène « comme si » ils y étaient eux-mêmes directement projetés, à la place de la caméra, et cela indépendamment de leur propre distance à l’écran. Tous ces résultats suggèrent la possibilité d’une association entre son binaural et visuel sur mobile dans des conditions d’utilisation proches du grand public.Dans la seconde partie de la thèse, nous tentons de répondre à la question de l’apport du binaural en déployant une expérience « hors les murs », dans un contexte plausible d’utilisation grand public. Trente sujets jouent dans leur vie quotidienne à un jeu vidéo de type Infinite Runner, développé pour l’occasion en deux versions, une avec du son binaural, et l’autre avec du son monophonique. L’expérience dure cinq semaines, à raison de deux sessions par jour. Ce protocole procède de la méthode dite "Experience Sampling Method", sur l’état de l’art de laquelle nous nous sommes appuyés. Nous calculons à chaque session des notes d’immersion, de mémorisation et de performance, et nous comparons les notes obtenues entre les deux versions sonores. Les résultats indiquent une immersion significativement meilleure pour le binaural. La mémorisation et la performance ne sont en revanche pas soumises à un effet statistiquement significatif du rendu sonore. Au-delà des résultats, cette expérience nous permet de discuter de la question de la validité des données en fonction de la méthode de déploiement, en confrontant notamment bien-fondé théorique et faisabilité pratique
In recent years, smartphone and tablet global performances have been increased significantly (CPU, screen resolution, webcams, etc.). This can be particularly observed with video quality of mobile media services, such as video streaming applications, or interactive applications (e.g., video games). However, these evolutions barely go with the integration of high quality sound restitution systems. Beside these evolutions though, new technologies related to spatialized sound on headphones have been developed, namely the binaural restitution model, using HRTF (Head Related Transfer Functions) filters.In this thesis, we assess the potential contribution of the binaural technology to enhance the quality of experience of an audiovisual mobile application. A part of our work has been dedicated to define what is an “audiovisual mobile application”, what kind of application could be fruitfully experienced with a binaural sound, and among those applications which one could lead to a comparative experiment with and without binaural.In a first place, the coupling of a binaural sound with a mobile-rendered visual tackles a question related to perception: how to spatially arrange a virtual scene whose sound can be spread all around the user, while its visual is limited to a very small space? We propose an experiment in these conditions to study how far a sound and a visual can be moved apart without breaking their perceptual fusion. The results reveal a strong tolerance of subjects to spatial discrepancies between the two modalities. Notably, the absence or presence of individualization for the HRTF filters, and a large separation in elevation between sound and visual don’t seem to affect the perception. Besides, subjects consider the virtual scene as if they were projected inside, at the camera’s position, no matter what distance to the phone they sit. All these results suggest that an association between a binaural sound and a visual on a smartphone could be used by the general public.In the second part, we address the main question of the thesis, i.e., the contribution of binaural, and we conduct an experiment in a realistic context of use. Thirty subjects play an Infinite Runner video game in their daily lives. The game was developed for the occasion in two versions, a monophonic one and a binaural one. The experiment lasts five weeks, at a rate of two sessions per day, which relates to a protocol known as the “Experience Sampling Method”. We collect at each session notes of immersion, memorization and performance, and compare the notes between the monophonic sessions and the binaural ones. Results indicate a significantly better immersion in the binaural sessions. No effect of sound rendering was found for memorization and performance. Beyond the contribution of the binaural, we discuss about the protocol, the validity of the collected data, and oppose theoretical considerations to practical feasibility
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49

Arce, Vila Pau. "Hierarchical routing and cross-layer mechanisms for improving video streaming quality of service over mobile wireless ad hoc networks." Doctoral thesis, Editorial Universitat Politècnica de València, 2014. http://hdl.handle.net/10251/36538.

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Анотація:
This thesis dissertation addresses the problem of providing video streaming services over mobile wireless ad hoc networks. This sort of network represents a hostile environment for this kind of realtime data transmission to the extent that obtaining a good quality of viewer experience is challenging and still under study. Besides the research point of view, providing high-quality multimedia services is decisive for the practical usability and feasibility of wireless ad hoc networks so that service providers can broaden the range of services offered. So far, mobile wireless ad hoc networks have been used to provide network connection among users who could not have connectivity otherwise. However, quality expectations and requirements have been increased notably, fostered by the advent of real-time multimedia applications over mobile devices. Due to the considerable processing and bandwidth constraints underlying these types of devices, coupled with their ability to move freely, it becomes a difficult task to achieve an acceptable quality of service throughout the entire video transmission. Thus, the contribution of this thesis work is twofold. On the one hand, the main problems and limitations that may be encountered and should be faced when deploying real-time services over mobile wireless ad hoc networks are analyzed and discussed. Bandwidth constraints and node mobility are portrayed as the major causes that prevent good quality of service and smooth video playback. On the other hand, following then the aim of improving video streaming quality, this thesis proposes practical solutions that involve diverse routing and cross-layer techniques. One of the proposed approaches focuses on hierarchical routing. Hierarchical arrangement of network nodes may reduce packet interference as well as offer a structured architecture that reduces control traffic overhead. Particularly, the proposed hierarchical routing protocol aims at providing scalability when the number of nodes grows, while maintaining complexity as low as possible. The resulting reduction in packet losses and video playback interruptions finally enhances the quality of received video streams. Furthermore, on the basis that the nodes in an ad hoc network are willing to perform routing tasks, every node could become essential for the proper network operation and routing performance. In tune with this philosophy, a new cross-layer mechanism for recovering lost packets is proposed. By overhearing packets over the wireless shared medium, any node in the surrounding area of the destination endpoint can altruistically retransmit those video packets that have not been correctly received at destination. Moreover, due to the video awareness and frame prioritization algorithm considered in this proposal, it becomes very convenient for real-time video streaming services. The results show that the presented mechanism succeeds in improving video quality and user experience, especially when packet losses are caused due to the mobility of the destination node.
Arce Vila, P. (2014). Hierarchical routing and cross-layer mechanisms for improving video streaming quality of service over mobile wireless ad hoc networks [Tesis doctoral]. Editorial Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/36538
Alfresco
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50

Johansson, Anton, and Christoffer Sjöholm. "User Preferences of Application Attributes During Product Browsing : An Investigation of Customer Experience in Fashion E-Commerce." Thesis, Linköpings universitet, Logistik- och kvalitetsutveckling, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-158673.

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Анотація:
In a fast-changing retail environment, including hard competition and demanding consumers, the customer experience of the purchasing service is crucial to gain a competitive advantage. Since consumers are to some extent moving from offline to online, and from desktop shopping to purchasing clothing in a mobile application, there is a need for investigating consumers expectations of their experience of a mobile application. The existing and performance of attributes and functions determines the satisfaction of the user experience, which is why it is reasonable to investigate expectations concerning attributes. The finding and classification of quality attributes in mobile applications in the fashion industry was the main goal of this thesis. Attributes were found using a qualitative study including 16 interviews, where respondents field tested already existing applications. The reasonability to further investigate these attributes was confirmed by a literature research. After finding 35 relevant attributes, these were investigated and analysed using the Theory of Attractive Quality and a 5-level Kano questionnaire. The analysis was conducted using the Theory of Attractive Quality, classifying attributes according to the Kano chart of evaluation. Further, each attribute was analysed using tools such as better/worse diagrams and self-stated importance values. The classification results from the questionnaire were that “Choose product size” was categorised as Must-Be, “Loading speed” as One-Dimensional, eight quality attributes were combinations of classifications, and 25 were classified as Indifferent. A number of 510 respondents answered the questionnaire. The classification of attributes implies that customers are rather indifferent to attributes during their shopping experience. However, further analysis concludes that even though many attributes are classified as Indifferent, many attributes need to be considered, according to the better/worse values and diagrams, which are useful regarding resource allocation. According to the classification and better/worse diagrams, one can distinguish a difference between genders: male respondents proved to be more indifferent to their shopping experience than females. Analysis of the data also shows a difference between age groups. The two youngest age groups including respondents born in 1990-1994 and 1995-2000, had higher better and worse values, implying that younger people expect more from their shopping user experience. Conclusively, this report resulted in an overview of consumers’ expectations regarding their experience when shopping in a fashion mobile application. The Theory of Attractive Quality is a useful method when measuring perceived and expected quality; however, each investigative occasion demands different method setup, adjusting for specific attribute types, as well as business. Some improvements can be made regarding the Theory of Attractive Quality, increasing the chances of a better result.
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