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1.
T-Labs Series in Telecommunication Services ; : 81-96, 2023.
Article in English | Scopus | ID: covidwho-2244979

ABSTRACT

In this chapter, research about the assessment of video quality for gaming content will be provided. At first, a dataset that was used for the development of the ITU-T Rec. G.1072 will be presented. The dataset was created in a laboratory environment using the passive test paradigm described in Chap. 3. Next, some results of the collected video quality ratings will be illustrated. While QoE assessment studies traditionally make use of controlled laboratory environments, there are also other possibilities to conduct user studies without a laboratory environment. Especially during the COVID-19 pandemic, which prevented many researchers from performing lab studies, the concept of supervised and unsupervised remote studies got lots of attention. By using such a remote study design, two studies assessing video quality ratings of similar conditions as in the previously mentioned dataset were conducted. These two studies allow to address three research topics that will be the focus of the remainder of this chapter. At first, it will be investigated whether video quality ratings obtained using the remote study design are comparable to those collected in the lab environment. Second, a comparison between video quality ratings collected using a stimulus duration of 20 s instead of 30 s will be performed, which tries to answer whether it is enough to use a shorter stimulus duration as proposed in ITU-T Rec. P.809. Lastly, the differences between using a discrete 5-point ACR scale and the extended continuous 7-point scales will be investigated. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

2.
Information Design Journal ; 27(1):115-125, 2022.
Article in English | Scopus | ID: covidwho-2235883

ABSTRACT

The case study describes the process of designing an interactive visualisation tool to help people understand the likelihood of Covid-19 transmission in different situations. This visualisation was created as part of a 13 month long collaborative project between scientific experts from a UK government advisory group, and a multimedia team at The BMJ (British Medical Journal). The data underpinning the graphic was collected from 27 experts via a knowledge elicitation study. It includes discussion of lessons learned about collecting and visualising uncertain data, and the benefits of user testing. © John Benjamins Publishing Company.

3.
T-Labs Series in Telecommunication Services ; : 81-96, 2023.
Article in English | Scopus | ID: covidwho-2048003

ABSTRACT

In this chapter, research about the assessment of video quality for gaming content will be provided. At first, a dataset that was used for the development of the ITU-T Rec. G.1072 will be presented. The dataset was created in a laboratory environment using the passive test paradigm described in Chap. 3. Next, some results of the collected video quality ratings will be illustrated. While QoE assessment studies traditionally make use of controlled laboratory environments, there are also other possibilities to conduct user studies without a laboratory environment. Especially during the COVID-19 pandemic, which prevented many researchers from performing lab studies, the concept of supervised and unsupervised remote studies got lots of attention. By using such a remote study design, two studies assessing video quality ratings of similar conditions as in the previously mentioned dataset were conducted. These two studies allow to address three research topics that will be the focus of the remainder of this chapter. At first, it will be investigated whether video quality ratings obtained using the remote study design are comparable to those collected in the lab environment. Second, a comparison between video quality ratings collected using a stimulus duration of 20 s instead of 30 s will be performed, which tries to answer whether it is enough to use a shorter stimulus duration as proposed in ITU-T Rec. P.809. Lastly, the differences between using a discrete 5-point ACR scale and the extended continuous 7-point scales will be investigated. © 2023, The Author(s), under exclusive license to Springer Nature Switzerland AG.

4.
Information Resources Management Journal ; 35(1):22, 2022.
Article in English | English Web of Science | ID: covidwho-1884500

ABSTRACT

As the societal impacts of COVID-19 progress, so do the workplace and business challenges the pandemic has brought on. It is now crucial to conduct user testing to measure and optimize the usability of corporate Intranets under pandemic conditions. This paper suggests and validates an integrated approach for intranet remote usability evaluation validated by user testing in a work-from-home context during a pandemic. The main contribution of the current research is the discovery of some user preferences specific to work-from-home workers during a pandemic not previously addressed in the literature on intranets.

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