Gestural and audio metaphors as a means of control for mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Overcoming the Lack of Screen Space on Mobile Computers
Personal and Ubiquitous Computing
An Empirical Study of the Use Contexts and Usability Problems in Mobile Internet
HICSS '02 Proceedings of the 35th Annual Hawaii International Conference on System Sciences (HICSS'02)-Volume 5 - Volume 5
Sharp or smooth?: comparing the effects of quantization vs. frame rate for streamed video
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Examining mobile phone text legibility while walking
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Personal and Ubiquitous Computing
Interaction in 4-second bursts: the fragmented nature of attentional resources in mobile HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Mobile text entry: relationship between walking speed and text input task difficulty
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Reading the fine print: the effect of text legibility on perceived video quality in mobile tv
MULTIMEDIA '06 Proceedings of the 14th annual ACM international conference on Multimedia
Defining user perception of distributed multimedia quality
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Capturing the effects of context on human performance in mobile computing systems
Personal and Ubiquitous Computing
Consuming video on mobile devices
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
How low can you go? The effect of low resolutions on shot types in mobile TV
Multimedia Tools and Applications
Measuring quality of perception in distributed multimedia: Verbalizers vs. imagers
Computers in Human Behavior
Does context matter in quality evaluation of mobile television?
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Designing for user experience: what to expect from mobile 3d tv and video?
Proceedings of the 1st international conference on Designing interactive user experiences for TV and video
Toward a multidisciplinary model of context to support context-aware computing
Human-Computer Interaction
A comprehensive view on user studies: survey and open issues for mobile TV
Proceedings of the seventh european conference on European interactive television conference
The big picture on small screens delivering acceptable video quality in mobile TV
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Personal TV: a qualitative study of mobile TV users
EuroITV'07 Proceedings of the 5th European conference on Interactive TV: a shared experience
Watch, press, and catch: impact of divided attention on requirements of audiovisual quality
HCI'07 Proceedings of the 12th international conference on Human-computer interaction: intelligent multimodal interaction environments
Overview of the Scalable Video Coding Extension of the H.264/AVC Standard
IEEE Transactions on Circuits and Systems for Video Technology
Framing the Context of Use for Mobile HCI
International Journal of Mobile Human Computer Interaction
Descriptive quality of experience for mobile 3D video
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Vienna surfing: assessing mobile broadband quality in the field
Proceedings of the first ACM SIGCOMM workshop on Measurements up the stack
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Controlled psychoperceptual quality evaluation experiments are used to assess the excellence of produced audiovisual quality from fundamental signal processing algorithms to consumer services. When compromising produced quality for consumer services, used in dynamic and heterogeneous mobile contexts, the ecological validity of conventional quality evaluation methods can be questioned. The goal of this paper is to develop a method for evaluating the experienced multimedia quality in the context of use. We conducted three studies where the quality of mobile 2D and 3D television was assessed in three different field contexts, one simulated context and one controlled laboratory situation when audio-video compression and transmission parameters were varied. We propose a hybrid method for the design, data-collection and analysis of the experiments in the contexts of use. Its novelty is to complement conventional quantitative quality evaluation with concrete tools to identify factors that surround the assessment in the context. The methodological framework is part of our long-term aim to measure and understand the user-centered quality of experience.