frameworks with respect to different aspects of concernhave been proposed. Cawthon, N. et al. [2] put forward aconceptual model to evaluate the aesthetic effect withinuser experience, and suggested that it was imperative todevelop a user-centered evaluation method that concernsmore than task efficiency metrics. Mahlke, S. et al. [4]proposed a research approach to the experimental study ofemotional experience and its connections to othercomponents of user experience, and put forward a model ofuser experience that integrates interaction characteristics,instrumental and non-instrumental quality perceptions,emotional user reactions and overall judgments of systemquality. Mourouzis, A. et al. [7] presented a qualitativeevaluation framework for specifying and measuring the useroriented interactive products and especially emphasized thedeterminant influence that accessibility performs when itcomes to the evaluation of user experience.All the above mentioned evaluation models for userexperience have several common grounds. First, all thesemodels concentrate on the evaluation of individual userexperience, and none of them deals with the evaluation ofgroup user experience. Secondly, most of these modelsemphasize the importance of the emotion factor, which issomething quite difficult to evaluate, while seldom havethey analyzed or evaluated user experience from theperspective of knowledge acquisition. Lastly, all thesemodels, except for the one proposed in [5], evaluate userexperience in a qualitative rather than a quantitative manner.The main difference between our work and the existingones is that we focus on the quantitative evaluation of groupuser experience from the perspective of knowledgeacquisition.DEFINITION AND ANALYSIS OF GROUP USEREXPERIENCEUser ExperienceTo build an evaluation model of group user experience, wemust understand the meaning of user experience. Variousdefinitions of user experience have been proposed.Cawthon, N. et al. [2] argue that user experience is “asubject commonly tied to interactive applications –typically software and web interfaces which holisticallydescribes the relationship a user has when using anapplication and the resulting product of this interaction”;Goto, K. [3] defines user experience as “the overallperception and comprehensive interaction an individual haswith an company, service or product”; and in Wikipedia[11], which is a free web-based on-line knowledge base,user experience is defined as “a term used to describe theoverall experience and satisfaction a user has when using aproduct or system”.From these definitions, we can safely draw aconclusion that user experience is something people feelbefore, during and after they have interacted with a system,service or product, in that, user experience is to some extentan emotional state. However, considering that emotion issomething really difficult to evaluate, in this paper wewould not concentrate on the emotional aspects when itcomes to user experience, but rather on user’s knowledgeexperience, where knowledge comprises the user’s cultural,historical and aesthetic acquisitions. For instance, whenvisiting a museum, the user experience mainly refers to theexperience aroused by the cultural and historical knowledgeacquired from the exhibits.Classification of User GroupsGenerally speaking, the relationship and familiarity amongmembers in different kinds of user groups vary from one toanother, leading to distinct individual behaviors in differentgroups. For instance, when visiting museums with a touristgroup, people tend to concentrate on the nature and thecontent of the exhibits, and there is hardly anyintercommunication as their attention is more focusedtowards what they see than towards their own social group.On the contrary, people touring with their family wouldtypically focus on their family members, trying to make theexhibition understandable and the visit enjoyable. On theother hand, when touring with friends, people are usuallyconcerned not only with what they see but also theintercommunion with their friends.Considering the diversity of user groups, it is useful tocategorize them in a systematic manner that makes it easierto distinguish and comprehend and also facilitate theevaluation of group user experience. We, therefore,introduce a classification scheme for user groups based onthe criteria of whether the positions of group members areequal and how familiar group members are with each other.Thereby, user groups can be divided into homogeneousgroups and heterogeneous groups according to therelationships among group members. Homogeneous groupsrefer to the groups in which positions of members are equaland members have the same privileges. Friends and touristgroup belong to this kind of groups. On the other hand,heterogeneous groups are defined as groups in whichmembers are unequal and have different privileges. Familyis of this kind of groups. Similarly, according to the extentof group members’ familiarity to each other, user groupscan be divided, in another dimension, into tightly coupledgroups and loosely coupled groups. Tightly coupled groupsare those whose members are close to each other and theintercommunication plays an important role. Family andfriends fall into this type. On the contrary, loosely coupledgroups refer to the groups in which members are relativelyestranged and the intercommunication is not so frequentand important. Tourist group is of this kind.As a consequence, we introduce four distinctcategories of user groups — the tightly coupledhomogeneous groups, the loosely coupled homogeneousgroups, the tightly coupled heterogeneous groups and theloosely coupled heterogeneous groups.Group User ExperienceUsers can be either individuals or members of groups;similarly, user experience can be categorized into eitherexperience of an individual user or the overall experience of40
a group of users. We, therefore, introduce the concept ofgroup user experience. In contrast to individual userexperience that describes an individual’s experience ofknowledge, culture, history or aesthetics, group userexperience describes the overall experience acquired by auser group, including not only each member’s directindividual experience but also the indirect experienceacquired through intercommunication among groupmembers. For instance, suppose that you are visiting amuseum together with several friends, you can acquireexperience from what you see, which is direct experience,and at the same time you can also acquire experience fromwhat your friends see through intercommunication withthem which is indirect experience. Group user experience isthe composite of both each group member’s directexperience and indirect experience.Apparently, different types of user groups would resultin different kinds of evaluation models of group userexperience. Consider tightly coupled heterogeneous usergroups, such as a family, children are superior to theirparents when they visit a museum because, as we havementioned above, parents do not care what they seethemselves so much as what their children see. From thispoint of view, the experience of children is just theexperience of their parents. Therefore, the evaluation modelof this kind of user groups should give a heavier weight tothe members with higher priority than the others and shouldtake the intercommunication among members into account.On the other hand, the evaluation model of loosely coupledhomogeneous groups should give the same weight to eachmember and should not calculate the intercommunication.In the following section, we will introduce a generalquantitative evaluation model of group user experiencewhich is suitable for different kinds of user groups.QUANTITATIVE EVALUATION MODEL OF GROUPUSER EXPERIENCEAt the beginning of this section, we list the notations to beused in the evaluation model as follows. G : a user group. u : a group member. i : a item. R( ui , ) : the rating for item i given by groupmember u . Impact( u, i ): the revised rating for item i given bygroup member u . Au ( ) : the items that have been visited by groupmember u . AG ( ): the items that have been visited by any memberof group G . Gi (): the members who have visited item i . Eui ( , ): the experience of user u acquired from itemi . Eu ( ): the direct experience of user u . Eu ( ) : the indirect experience of user u . EG ( ): the overall experience of user group G .Quantitative Evaluation of Individual User ExperienceWe first introduce the quantitative evaluation model ofindividual user experience. For quantitative evaluation,quantitative parameters must be selected in advance.Currently, the most widely used evaluation parameter isuser rating, which thereby is also adopted as one of theparameters in this paper. One hundred scales, from 1 (thelowest experience) to 10 (the highest experience), aredesigned for the value range of user ratings. To improveaccuracy, user ratings are revised via the following twosteps.Normalization. It is possible that an individual’s rating maybe too low or too high. This can be revised throughnormalization. We apply normalization to user ratings asfollow. Rvi (,)vG()iGroupAverRating() i | Gi ( )|, i A( u), (1) R( ui , )iA( u)IndividualAverRating( u)| Au ( )|, (2)R( u, i) GroupAverRating( i)Normalized( R( u, i)) , i A( u).IndividualAverRating( u)(3)In the above equations, GroupAverRating()i is theaverage rating for item i given by members of groupGi () and IndividualAverRating( u ) is the average ratingof user u .Making the rating quadratic. An investigation by Masthoff,J. showed that the relationship between user experience andthe ratings they give are not linear, that is, for example, thedifference between the rating 6 and rating 7 is not the sameas the difference between the rating 9 and 10. Quadratic is abetter measurement than linear [6]. We use the followingequation to apply quadratic.Quadratic( R(,)) u i R(,) u i R( u,)i . (4)Combining equations (3) and (4), we have the reviseduser rating Impact( u, i ) asImpact( u, i) Quadratic( Normalized( R( u, i))). (5)After revision through the above mentioned two steps,Impact( u, i ) is a more accurate evaluation parameter thanthe original user rating. However, even though two usersgive the same ratings to a certain item, it is still very likelythat their experiences on this item are different. This may becaused by several distinct factors, an important one ofwhich is the user attention duration. So, besides user ratings,we import the user attention duration as another evaluationfactor. In this paper, we introduce user attention duration41
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posite event operators such as conj
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objects? If these particles were sm
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Over-the-air-programmingOTAP (Over-
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Randomised Collaborative Transmissi
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Figure 2. Illustration of periodic
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Figure 3. Illustration of the recei
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Experimental Wired Co-operation Arc
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The structure of network is matrix
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Altera Quartus II v7.2SP3 FPGA soft
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Using smart objects as the building
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To the ambient ecology concepts des
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event. A more complicated approach
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Multi-Tracker: Interactive Smart Ob
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interfacing with whole space, but c
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An Augmented Book and Its Applicati
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its withy material. So, the movemen
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Table 1. The Performance of Page Fl
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Ambient Information SystemsWilliam
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We, too, believe there is a certain
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management system and forwarded to
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CONCLUSIONWe have presented the des
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Ambient interface design for a Mobi
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as ‘sensitive’ and filtered awa
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Ambient Life: Interrupted Permanent
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The log files revealed the actual r
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Stay-in-touch: a system for ambient
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Figure 1. The Stay-in-touch display
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User Generated Ambient PresenceGerm
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Figure 3: Cross-platform system tra
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The Invisible Display - Design Stra
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On a more general level Mimikry cre
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Rand in fact few examples of public
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Ambient Displays in Academic Settin
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usefulProfiles 22 (37%)Time and dat
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UTILIZE THE POTENTIAL TO FULLEST: D
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A notification system for a landmin
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As for the investigation phase, whe
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Ubiquitous Sustainability: Citizen
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Live Sustainability: A System for P
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(a) (b) (c)Figure 3. Screenshot for
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Motivating Sustainable BehaviorIan
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dialog with policy makers and servi
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5. Fogg, B. J. (2002). “Persuasiv
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on mode of transportation such as t
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In order to be useful, PET requires
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provides a relevant description and
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Star, L. S., The Ethnography of Inf
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door environment, the accuracy of G
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Figure 5. Variations of “Parasiti
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can view where it has been, who ans
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Nevermind UbiquityJeff BurkeCenter
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innovating within existing capacity
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Since the Brundlandt report a serie
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our current research in mobile gami
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conceive only of human-computer int
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human behaviour will encounter. The
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mental models of the world are test
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alternative, the place that could h
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digital collection of features to a
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forecast the future accesses to tho
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than two application windows execut
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Secure and Dynamic Coordination ofH
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AudioProducer/ConsumerVideoConsumer
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MotivationsMotivations occurred on
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Kray Christian ··········