scholarly journals Processing models for conflicting user requests in ubiquitous corporate smart spaces

2018 ◽  
Vol 161 ◽  
pp. 03006 ◽  
Author(s):  
Dmitriy Levonevskiy ◽  
Irina Vatamaniuk ◽  
Anton Saveliev

This paper considers processing of conflicting user requests in ubiquitous corporate smart spaces. The formulated problem consists in the contradiction between the limitation of available smart space resources to perform the conflicting user requests and necessity to provide the proper quality of service in corporate smart spaces. The principles of constructing the simulation model are described. The experiments were carried out basing on a model of the SPIIRAS digital signage service. Several task management strategies are discussed, an assessment of their effectiveness is given. The research is aimed at improving the quality of service and user experience in human-computer interaction within the corporate smart spaces.

i-com ◽  
2021 ◽  
Vol 20 (3) ◽  
pp. 197-213
Author(s):  
Marc Hassenzahl ◽  
Michael Burmester ◽  
Franz Koller

Abstract Twenty years ago, we published an article in the first issue of the i-com entitled “Usability ist nicht alles” (Burmester et al., 2002), that is, “Usability isn’t everything”. This was certainly a provocative title. For most German researchers and practitioners of Human-Computer Interaction (HCI) usability was all there is and all that was ever needed to guarantee humane technology. Back then, we profoundly disagreed. We were convinced that there is more to the quality of interactive technology than mere effectiveness and efficiency. Now, twenty years later it seems safe to say that we had a point. Let’s take this as an opportunity to take a brief and utterly anecdotal look back, to take stock of the current perspective on designing the (user) experience, as well as to discuss some future opportunities and challenges.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs, thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior, thus becoming pertinent to how interactions occur. This chapter questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, (physical) reaction, and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics, all of which can stand on their own yet still draw from each other. The discussions will include fields such as cognitive science, human-computer interaction, learning sciences, and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences.


Author(s):  
Camille Dickson-Deane ◽  
Hsin-Liang (Oliver) Chen

User experience determines the quality of an interaction being used by an actor in order to achieve a specific outcome. The actor can have varying roles and evolving needs thus reviewing and predicting experiences are important. As an actor uses and gains feedback, the feedback guides individual and group behavior thus becoming pertinent to how interactions occur. This then questions how artefacts are designed to promote such interactions and what processes should be incorporated to ensure successful interpretation, use, [physical] reaction and conation. This chapter discusses the effects of user experiences today based on societal needs and expectations. It shows how the field is delineated into numerous sub-topics all of which can stand on their own yet, still draw from each other. The discussions will include fields such as cognitive science, human computer interaction, learning sciences and even ergonomics to show how design and subsequently interactions can assist in having successful user experiences


2011 ◽  
pp. 284-302 ◽  
Author(s):  
G. Ghinea ◽  
M. C. Angelides

In an m-commerce setting, the underlying communication system will have to provide a quality of service (QoS) in the presence of two competing factors—network bandwidth and, as the pressure to add value to the business-to-consumer (B2C) shopping experience by integrating multimedia applications grows, increasing data sizes. In this chapter, developments in the area of QoS-dependent multimedia perceptual quality are reviewed and are integrated with recent work focusing on QoS for e-commerce. Based on previously identified user perceptual tolerance to varying multimedia QoS, we show that enhancing the m-commerce B2C user experience with multimedia, far from being an idealised scenario, is in fact feasible if perceptual considerations are employed.


2018 ◽  
Vol 9 (1) ◽  
pp. 587-596
Author(s):  
Dwi Nugra Heny

Website adalah sebuah cara untuk menampilkan diri di Internet. Dapat diibaratkan Website adalah sebuah tempat di Internet, siapa saja di dunia ini dapat mengunjunginya, kapan saja seseorang dapat mengetahui tentang diri orang lain, memberi pertanyaan pada seseorang, serta memberikan masukkan atau bahkan mengetahui dan membeli suatu produk. Pada penelitian ini akan mengelola kuisioner pengguna website di STTA menggunakan metode pengurutan quicksort guna mengetahui apakah website yang sudah ada memenuhi tujuan dari Human Computer Interaction (HCI) berdasarkan beberapa variabel dari user interface dan user experience. Pengolahan data pengguna Website STTA menggunakan metode quicksort diperoleh hasil bahwa Usability, Quality of Information (kualitas informasi) dan Classic Aesthetics masuk kategori “baik”, sedangkan Content, Pleasure, Expressive Aesthetics masuk kategori “cukup”. Hal tersebut mengindikasikan bahwa tujuan Human Computer Interaction (HCI) yaitu Usability, Effective dan Efficient masuk kriteria “baik”. Tetapi dari segi Appeal masuk kategori “cukup”, sehingga masih perlu dilakukan evaluasi guna perbaikan dan peningkatan website yang sudah ada.Kata kunci: quicksort, human computer interaction, website.


2016 ◽  
Vol 14 (3) ◽  
pp. 18-23
Author(s):  
E. Otsetova-Dudin ◽  
I. Kurtev ◽  
S. Siarova

Abstract Planning and design of cellular networks is associated with the creation of traffic models for the transfer of signal using schemes with priorities within which assess the probability parameters of quality of service is performed. The study of these parameters is associated with the creation of a simulation model and an algorithm of broadband handover.


2019 ◽  
Vol 11 (1) ◽  
pp. 1-1
Author(s):  
Eirini Liotou

Traditionally, previous generations of mobile cellular networks have been designed with Quality of Service (QoS) criteria in mind, so that they manage to meet specific service requirements. Quality of Experience (QoE) has, however, recently emerged as a concept, disrupting the design of future network generations by giving clear emphasis on the actually achieved user experience.


2014 ◽  
Vol 492 ◽  
pp. 453-459 ◽  
Author(s):  
Giuseppe Iazeolla ◽  
Alessandra Pieroni

The power management of server farms (Sf) is becoming a relevant problem in economical terms. Server farms totalize millions of servers all over the world that need to be electrically powered. Research is thus expected to investigate into methods to reduce Sf power consumption. However, saving power may turn into waste of performance (high response_times), in other words, into waste of Sf Quality of Service (QoS). By use of a Sfmodel, this paper investigates Sf power management strategies that look at compromises between power-saving and QoS. Various optimizing Sf power management policies are studied combined with the effects of job queueing disciplines. The (policy, discipline) pairs, or strategies, that optimize the Sf power consumption (minimum absorbed Watts), the Sf performance (minimum response_time), and the Sf performance-per-Watt (minimum response_time-per-Watt) are identified.By use of the model, the work the server-manager has to do to direct hisSf is greatly simplified, since the universe of all possible (strategies he needs to choose from is drastically reduced to a very small set of most significant strategies.


Author(s):  
Ali Adib Arnab ◽  
John Schormans ◽  
Sheikh Razibulhasan Raj ◽  
Nafi Ahmad

Quality of Service (QoS) metrics deal with network quantities, e.g. latency and loss, whereas Quality of Experience (QoE) provides a proxy metric for end-user experience. Many papers in the literature have proposed mappings between various QoS metrics and QoE. This paper goes further in providing analysis for QoE versus bandwidth cost. We measure QoE using the widely accepted Mean Opinion Score (MOS) rating. Our results naturally show that increasing bandwidth increases MOS. However, we extend this understanding by providing analysis for internet access scenarios, using TCP, and varying the number of TCP sources multiplexed together. For these target scenarios our analysis indicates what MOS increase you get by further expenditure on bandwidth. We anticipate that this will be of considerable value to commercial organizations responsible for bandwidth purchase and allocation.


Sign in / Sign up

Export Citation Format

Share Document