26 resultados para Unified User Experience Model

em Deakin Research Online - Australia


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End-user experience with information presumably considered as one of the prominent factors shaping the adoption of web-based electronic services. User interfacing with large amount of information the rationale is to deduce the effect in the current web-based task environment. Understanding user’s perception on the basis of the prior experience with information may provide insights into what constitutes in driving those perceptions and their effect in the current and future task in web-based electronic services. The paper lays the theoretical context of end-user experience with information and proceeds further in an attempt to distinguish the role in web-based electronic services.

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This meta-synthesis aimed to improve understanding of user experience of older people, carers, and health providers; and care integration in the care of older people transitioning from hospital to home. Following our systematic search, we identified and synthesized 20 studies, and constructed a comprehensive framework. We derived four themes: (1) 'Who is taking care of what? Trying to work together"; (2) 'Falling short of the mark'; (3) 'A proper discharge'; and (4) 'You adjust somehow.' The themes that emerged from the studies reflected users' experience of discharge and transitional care as a social process of 'negotiation and navigation of independence (older people/carers), or dependence (health providers).' Users engaged in negotiation and navigation through the interrogative strategies of questioning, discussion, information provision, information seeking, assessment, and translation. The derived themes reflected care integration that facilitated, or a lack of care integration that constrained, users' experiences of negotiation and navigation of independence/dependence.

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This paper reports on the design and testing of a model, which evaluates the relationship components of a Web-based EServices Acceptance Model (E-SAM). The paper proposes that user experience, user motivation, perceived usefulness, perceived ease of use that may determine user acceptance of web-based eServices. The model is tested in a university environment where students and staff use services that have moved from an old paper-based to Web-based eService system. The results of data analysis highlight that user experience is strongly related to perceived ease of use; and perceived usefulness to user motivation in user acceptance of Web-based eServices. The strength of these relationships and the lack of strong relationships between other components suggest that the model's application to eServices is able to highlight the complexity of the eService process and the need for researchers to seek additional components in studying technology acceptance on the World Wide Web.

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This study found that user experience and perceived ease of use are the most important factors in considering the user acceptance of e-Services and that there is no significant relationship between user acceptance and continued use of e-Services. The Electronic Services Acceptance Model (E-SAM) explains user adoption of e-Services.

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Utilizing user-centred system design and evaluation method has become an increasingly important tool to foster better usability in the field of virtual environments (VEs). In recent years, although it is still the norm that designers and developers are concerning the technological advancement and striving for designing impressive multimodal multisensory interfaces, more and more awareness are aroused among the development team that in order to produce usable and useful interfaces, it is essential to have users in mind during design and validate a new design from users' perspective. In this paper, we describe a user study carried out to validate a newly developed haptically enabled virtual training system. By taking consideration of the complexity of individual differences on human performance, adoption and acceptance of haptic and audio-visual I/O devices, we address how well users learn, perform, adapt to and perceive object assembly training. We also explore user experience and interaction with the system, and discuss how multisensory feedback affects user performance, perception and acceptance. At last, we discuss how to better design VEs that enhance users perception, their interaction and motor activity.

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Distributed caching-empowered wireless networks can greatly improve the efficiency of data storage and transmission and thereby the users' quality of experience (QoE). However, how this technology can alleviate the network access pressure while ensuring the consistency of content delivery is still an open question, especially in the case where the users are in fast motion. Therefore, in this paper, we investigate the caching issue emerging from a forthcoming scenario where vehicular video streaming is performed under cellular networks. Specifically, a QoE centric distributed caching approach is proposed to fulfill as many users' requests as possible, considering the limited caching space of base stations and basic user experience guarantee. Firstly, a QoE evaluation model is established using verified empirical data. Also, the mathematic relationship between the streaming bit rate and actual storage space is developed. Then, the distributed caching management for vehicular video streaming is formulated as a constrained optimization problem and solved with the generalized-reduced gradient method. Simulation results indicate that our approach can improve the users' satisfaction ratio by up to 40%.

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This research explored the potential for expansion of the current function, and usage of Interactive Television. The interviews and group discussions assisted in the determination of the theoretical framework for "Interactive Digital Vision", including its inspiration from current technologies to provide an engaging, enriching and intertaining user experience.

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In the current era increased attention and interest of utilizing advanced computer technologies for training and education at all managerial levels and functional areas is apparent. One of such technologies, virtual environment (VE), is perceived to be effective in enhancing human abilities to learn abstract concept and complex procedural tasks. Despite its adaptation for training and fast-paced technological advancements, ways in which to evaluate efficacy of such technology are unclear. We have approached this problem by developed a new evaluation method focus on cognitive, affective and skillbased learning dimensions, based on traditional usability evaluation methods but tailored to specifically suit for the quantification of 3D VE system. We first describe the construct of the new method and then report a study utilizing the method in the context of quantifying a VE efficacy in an object assembly task. At last, we discuss the implications of such a method.

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Feature aggregation is a critical technique in content-based image retrieval systems that employ multiple visual features to characterize image content. One problem in feature aggregation is that image similarity in different feature spaces can not be directly comparable with each other. To address this problem, a new feature aggregation approach, series feature aggregation (SFA), is proposed in this paper. In contrast to merging incomparable feature distances in different feature spaces to get aggregated image similarity in the conventional feature aggregation approach, the series feature aggregation directly deal with images in each feature space to avoid comparing different feature distances. SFA is effectively filtering out irrelevant images using individual features in each stage and the remaining images are images that collectively described by all features. Experiments, conducted with IAPR TC-12 benchmark image collection (ImageCLEF2006) that contains over 20,000 photographic images and defined queries, have shown that SFA can outperform the parallel feature aggregation and linear distance combination schemes. Furthermore, SFA is able to retrieve more relevant images in top ranked outputs that brings better user experience in finding more relevant images quickly.

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The usability of applications designed and developed for mobile devices integral user experience, particularly for current touch-screen mobile devices. This conceptual paper provides a profile of the ways in which mobile device usability evaluation methods are being adapted to better reflect technological. With an increasing capacity for greater user interactivity through a range of tasks and in a variety of contexts, the importance and impact of mobile device context-of-use components is of particular interest to researchers. This requires a need for a shift in evaluation method paradigms with a particular focus on methods involving the user, as part of the overall development process. Having a better understanding of the context-of-use may contribute to improvements in mobile device usability and the overall user experience.

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Computer haptics has so far been performed on a personal computer (PC). Off the shelf haptic devices provide only PC interfaces and software drivers for control and communication. The new wave of high capable tablet PCs and high end smart phones introduced new platforms for haptic applications. The major problem was to communicate wirelessly to provide user convenience and support mobility which is an essential feature for these platforms. In this paper we provide a wireless layered communication protocol and a hardware setup that enables off the shelf haptic devices to communicate wirelessly with a mobile device. The layers in the protocol enable the change of any hardware components without affecting the data flow. However, the adoption of the wireless interface instead of the wired one comes with the price of speed. Haptic refresh loops require a relatively high refresh rate of 1000 Hz compared to graphics loop which require between 30 and 60 only. An interpolation algorithm was demonstrated to compensate the latency and secure a stable user experience. The introduced setup was tested against portable environments and the users could perform similar functionalities to what are available on a wired setup to a PC.

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My research proposes novel methods to reduce the cardinality of a priori data used in recognition based augmented reality, whilst retaining distinctive and persistent features in the sets. This research will help reduce latency and increase accuracy in recognition based pose estimation systems, thus improving the user experience for augmented reality applications.

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The constrained battery power of mobile devices poses a serious impact on user experience. As an increasingly prevalent type of applications in mobile cloud environments, location-based applications (LBAs) present some inherent limitations concerning energy. For example, the Global Positioning System based positioning mechanism is well-known for its extremely power-hungry attribute. Due to the severity of the issue, considerable researches have focused on energy-efficient locating sensing mechanism in the last a few years. In this paper, we provide a comprehensive survey of recent work on low-power design of LBAs. An overview of LBAs and different locating sensing technologies used today are introduced. Methods for energy saving with existing locating technologies are investigated. Reductions of location updating queries and simplifications of trajectory data are also mentioned. Moreover, we discuss cloud-based schemes in detail which try to develop new energy-efficient locating technologies by leveraging the cloud capabilities of storage, computation and sharing. Finally, we conclude the survey and discuss the future research directions. © 2013 Springer-Verlag Wien.

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The Taylor Family Digital Library is the central library opened in 2011 at the University of Calgary dedicated to supporting digital scholarship, creativity, analysis and a supportive learning environment for students. The new building is a technologically advanced converged cultural institution, with mandates to continually evolve in order to meet the needs of students and researchers. The infrastructure to support these mandates required research, collaboration and intense planning, resulting in new construction and technology standards for library renovation and construction projects. This pragmatic article is written for those who will follow in similar footsteps; it provides a roadmap for those embarking on the construction of a new technologically advanced library building.

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Using cloud computing, individuals can store their data on remote servers and allow data access to public users through the cloud servers. As the outsourced data are likely to contain sensitive privacy information, they are typically encrypted before uploaded to the cloud. This, however, significantly limits the usability of outsourced data due to the difficulty of searching over the encrypted data. In this paper, we address this issue by developing the fine-grained multi-keyword search schemes over encrypted cloud data. Our original contributions are three-fold. First, we introduce the relevance scores and preference factors upon keywords which enable the precise keyword search and personalized user experience. Second, we develop a practical and very efficient multi-keyword search scheme. The proposed scheme can support complicated logic search the mixed “AND”, “OR” and “NO” operations of keywords. Third, we further employ the classified sub-dictionaries technique to achieve better efficiency on index building, trapdoor generating and query. Lastly, we analyze the security of the proposed schemes in terms of confidentiality of documents, privacy protection of index and trapdoor, and unlinkability of trapdoor. Through extensive experiments using the real-world dataset, we validate the performance of the proposed schemes. Both the security analysis and experimental results demonstrate that the proposed schemes can achieve the same security level comparing to the existing ones and better performance in terms of functionality, query complexity and efficiency.