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This book evaluates the impact of relevant factors affecting the results of speech quality assessment studies carried out in crowdsourcing. The author describes how these factors relate to the test structure, the effect of environmental background noise, and the influence of language differences. He details multiple user-centered studies that have been conducted to derive guidelines for reliable collection of speech quality scores in crowdsourcing. Specifically, different questions are addressed such as the optimal number of speech samples to include in a listening task, the influence of the environmental background noise in the speech quality ratings, as well as methods for classifying background noise from web audio recordings, or the impact of language proficiency in the user perception of speech quality. Ultimately, the results of these studies contributed to the definition of the ITU-T Recommendation P.808 that defines the guidelines to conduct speech quality studies in crowdsourcing.
This book King of the Universe is about the human race's survival and the future of our children on the Golden Planet. This book is also about the life of Captain Zero, fatefully as the king of the universe.
This book studies the motivation of crowdworkers to find out how to attract more people and reach a higher quality of outcomes. The book first proposes a taxonomy for studying the motivation of crowdworkers including the potential influencing factors, different types of motivation, and possible consequences and outcomes related to the motivation. Next, the CWMS questionnaire, an instrument for measuring the underlying motivation of crowdworkers is developed. It considers different dimensions of motivation suggested by the Self-Determination Theory of motivation which is a well-established and empirically validated psychological theory used in various domains. This instrument can be used to s...
This book provides an overview of concepts and challenges in intis investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical eraction quality in the domain of cloud gaming services. The author presents a unified evaluation approach by combining quantitative subjective assessment methods in a concise way. The author discusses a measurement tool, Gaming Input Quality Scale (GIPS), that assesses the interaction quality of such a service available. Furthermore, the author discusses a new framework to assess gaming Quality of Experience (QoE) using a crowdsourcing approach. Lastly, based on a large dataset including dominant network and encoding conditions, the evaluation method is investigated using structural equation modeling. The conveyed understanding of gaming QoE, empirical findings, and models presented in this book should be of particular interest to researchers working in the fields of quality and usability engineering, as well as service providers and network operators.
This work aims at understanding behavior around location information, including why users share such information, why they protect the data, and what kind of other factors influence the decision to behave in a certain way. This book explores privacy in the context of location data, and answers questions such as what are the privacy related behaviors in this context, and what are the factors influencing such behaviors. The book gives an overview to what privacy means for users in terms of understandings, attitudes and valuations. This book discusses reasons for why research around this topic is challenging, and presents various methods for diving into the topic through empirical studies. The work is relevant for professionals, researchers, and users of technology.
This book presents the development of a gaming quality model to predict the gaming Quality of Experience (QoE) of players that could be used for planning the network service or quality monitoring of cloud gaming services. The author presents a model that is developed following a modular structure approach that keeps the different types of impairments separately. The book shows how such a modular structure allows developing a sustainable model as each component can be updated by advances in that specific research area or technology. The presented gaming quality model takes into account two modules of video quality and input quality. The latter considers the interactivity aspects of gaming. Th...
This book provides an in-depth investigation on the psychological phenomenon "reactance“ in the context of Human-Computer Interaction (HCI). The author argues that the complexity and autonomy of modern technology can sometimes be overwhelming and can then be perceived as a threat to freedom by its users, thereby diminishing acceptance. The book investigates if and how this is the case and provides strategies to regain the lost acceptance. Topics include relevance of reactance on HCI, triggers for reactance, consequences of reactance, measurement of reactance, and countermeasures to reactance.
This book presents a new diagnostic information methodology to assess the quality of conversational telephone speech. For this, a conversation is separated into three individual conversational phases (listening, speaking, and interaction), and for each phase corresponding perceptual dimensions are identified. A new analytic test method allows gathering dimension ratings from non-expert test subjects in a direct way. The identification of the perceptual dimensions and the new test method are validated in two sophisticated conversational experiments. The dimension scores gathered with the new test method are used to determine the quality of each conversational phase, and the qualities of the three phases, in turn, are combined for overall conversational quality modeling. The conducted fundamental research forms the basis for the development of a preliminary new instrumental diagnostic conversational quality model. This multidimensional analysis of conversational telephone speech is a major landmark towards deeply analyzing conversational speech quality for diagnosis and optimization of telecommunication systems.
Algorithms: Technology, Culture, Politics develops a relational, situated approach to algorithms. It takes a middle ground between theories that give the algorithm a singular and stable meaning in using it as a central analytic category for contemporary society and theories that dissolve the term into the details of empirical studies. The book discusses algorithms in relation to hardware and material conditions, code, data, and subjects such as users, programmers, but also “data doubles”. The individual chapters bridge critical discussions on bias, exclusion, or responsibility with the necessary detail on the contemporary state of information technology. The examples include state-of-the-art applications of machine learning, such as self-driving cars, and large language models such as GPT. The book will be of interest for everyone engaging critically with algorithms, particularly in the social sciences, media studies, STS, political theory, or philosophy. With its broad scope it can serve as a high-level introduction that picks up and builds on more than two decades of critical research on algorithms.