Optimizing User Experience through Implicit Content-aware Network Service in the Home Environment

Author(s):  
Haixiang Yang ◽  
Xiaoliang Wang ◽  
Cam-Tu Nguyen ◽  
Sanglu Lu
Author(s):  
Samir Kumar Sadhukhan ◽  
Swarup Mandal

It is an established fact that cost of churning is a common concern for being profitable in the cellular network service provider’s space. Service providers can view this problem as a service management problem and can have a solution to enhance the stickiness of subscribers by managing the quality of user experience. Quality of Experience (QoE) is important in contrast to Quality of Service (QoS). Three basic components of service management are stage, prop, and user experience. In this cellular network service context, network infrastructure acts as prop. Prop needs to be flexible to enable the personalization in providing the service. In reality the major challenge for a service provider is keep the fitment between prop and the dynamic changes in subscriber profile in a cost effective manner. To define the problem more precisely, the authors take the conventional UMTS cellular network. Here, operators have considered single-homing of RNCs to MSCs/SGSNs (i.e., many-to-one mapping) with an objective to generate service at lower cost over a fixed period of time. However, a single-homing network does not remain cost-effective and flexible anymore when subscribers later begin to show specific inter-MSC/SGSN mobility patterns over time. This necessitates post-deployment topological extension of the network in which some specific RNCs are connected to two MSCs/SGSNs via direct links resulting in a more complex many-to-two mapping structure in parts of the network. The authors formulate the scenario as a combinatorial optimization problem and solve the NP-Complete problem using three meta-heuristic techniques, namely Simulated Annealing (SA), Tabu search (TS), and Ant colony optimization (ACO). They then compare these techniques with a novel optimal heuristic search method that the authors propose typically to solve the problem. The comparative results reveal that the search-based method is more efficient than meta-heuristic techniques in finding optimal solutions quickly.


2021 ◽  
Vol 2074 (1) ◽  
pp. 012063
Author(s):  
Fei Zhuang

Abstract With the continuous amelioration of people’s living standards, people’s expectations for the experience of the home environment are also increasing. Using the Internet of things to carry out user experience design of smart home products can bring people more interactive experience and services. Based on this, this paper first analyses the concept and value of smart home products, then studies the experience design of smart home products based on the Internet of things, and finally gives the experience design strategy of smart home products based on the Internet of things.


2016 ◽  
Vol 8 (2) ◽  
pp. 69-82 ◽  
Author(s):  
Alison Burrows ◽  
Val Mitchell ◽  
Colette Nicolle

Designing technology for older people has traditionally focused on compensating for the decline in abilities that occurs with ageing. The research described in this paper followed a more holistic approach, focusing on the broader user experience of technology in the home environment. Specifically, this research was concerned with the very first interactions with a new product known as the Out-of-Box Experience (OoBE): how older people acquire their technology, how they unpack it, and how they set it up. This paper describes two exploratory studies that used a design ethnography approach to build a rich picture of the OoBE of new technology for older adults. The findings indicate that older people experience varying benefits from the involvement of other people during the OoBE of new technology. Lastly, the paper discusses the value of social interaction in this context and offer recommendations on the design of the OoBE of technology to engage older adults.


2010 ◽  
Vol 171-172 ◽  
pp. 346-349
Author(s):  
Lu Liu ◽  
Zhi Han Liu ◽  
Fang Chun Yang

In order to ensure the privacy of user profile from disclosure when the users quit using the mobile social network service (MSNS) at temporary scenarios, the paper proposes the privacy insurance module (PIM) based on distributed mobile social network service (DMSNS), which supports triggering the user profile complete deletion on several conditions. One of the conditions the paper proposes is the customized time setting for user profile deletion and the paper also designs the mechanism and algorithms for proper complete deletion by classification, which enriches the user experience and meanwhile protects user profile from being misused and disclosed.


2021 ◽  
Vol 2 ◽  
Author(s):  
Julie Madelen Madshaven ◽  
Tonje Fjeldstad Markseth ◽  
David Bye Jomås ◽  
Ghislain Maurice Norbert Isabwe ◽  
Morten Ottestad ◽  
...  

Virtual reality (VR) technology is a promising tool in physical rehabilitation. Research indicates that VR-supported rehabilitation is beneficial for task-specific training, multi-sensory feedback, diversified rehabilitation tasks, and patient motivation. Our first goal was to create a biomechatronics laboratory with a VR setup for increasing immersion and a motion platform to provide realistic feedback to patients. The second goal was to investigate possibilities to replicate features of the biomechatronics laboratory in a home-based training system using commercially available components. The laboratory comprises of a motion platform with 6-degrees-of-freedom (Rexroth eMotion), fitted with a load cell integrated treadmill, and an Oculus Quest virtual reality headset. The load cells provide input for data collection, as well as VR motion control. The home-based rehabilitation system consists of a Nintendo Wii Balance Board and an Oculus Rift virtual reality headset. User studies in the laboratory and home environment used direct observation techniques and self-reported attitudinal research methods to assess the solution’s usability and user experience. The findings indicate that the proposed VR solution is feasible. Participants using the home-based system experienced more cybersickness and imbalance compared to those using the biomechatronics laboratory solution. Future studies will look at a setup that is safe for first patient studies, and exercises to improve diagnosis of patients and progress during rehabilitation.


2020 ◽  
Vol 63 (11) ◽  
pp. 3877-3892
Author(s):  
Ashley Parker ◽  
Candace Slack ◽  
Erika Skoe

Purpose Miniaturization of digital technologies has created new opportunities for remote health care and neuroscientific fieldwork. The current study assesses comparisons between in-home auditory brainstem response (ABR) recordings and recordings obtained in a traditional lab setting. Method Click-evoked and speech-evoked ABRs were recorded in 12 normal-hearing, young adult participants over three test sessions in (a) a shielded sound booth within a research lab, (b) a simulated home environment, and (c) the research lab once more. The same single-family house was used for all home testing. Results Analyses of ABR latencies, a common clinical metric, showed high repeatability between the home and lab environments across both the click-evoked and speech-evoked ABRs. Like ABR latencies, response consistency and signal-to-noise ratio (SNR) were robust both in the lab and in the home and did not show significant differences between locations, although variability between the home and lab was higher than latencies, with two participants influencing this lower repeatability between locations. Response consistency and SNR also patterned together, with a trend for higher SNRs to pair with more consistent responses in both the home and lab environments. Conclusions Our findings demonstrate the feasibility of obtaining high-quality ABR recordings within a simulated home environment that closely approximate those recorded in a more traditional recording environment. This line of work may open doors to greater accessibility to underserved clinical and research populations.


2014 ◽  
Author(s):  
Yukiko Mochizuki ◽  
Emiko Tanaka ◽  
Yoko Onda ◽  
Etsuko Tomisaki ◽  
Ryoji Shinohara Shinohara ◽  
...  

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