Quality of Experience and Learning in Information Systems: Incorporating Learning and Ethics into Characterizations of Quality of Experience 3030525589, 9783030525583

The book shows how researchers, practitioners, and designers can improve user experiences with technology by understandi

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Table of contents :
Preface
Contents
Chapter 1: Quality of Experience and Emerging Technologies: Considering Features of 5G, IoT, Cloud and AI
1.1 Introduction
1.2 Characteristics of 5G
1.3 Characteristics of IoT
1.4 Characteristics of the Cloud
1.5 Characteristics of AI Applications
1.6 Discussion
References
Chapter 2: Adopting New Educational Technologies and the Need for Digital Pedagogies
2.1 Introduction
2.2 Characteristics of Digital Pedagogies
2.3 Characteristics of Digital Citizenship
2.4 Characteristics of Responsible Research and Innovation
2.5 Characteristics of Responsible Digital Citizenship Education
2.6 Characteristics of Whole-School and Whole-Child Approaches
2.7 Discussion
References
Chapter 3: New Technological Learning Environments: Tensions Between Teaching and Learning in Groups and Consideration of Learning Styles to Improve Quality of Student Experience
3.1 Introduction
3.2 Learning Preferences and User Experience
3.3 Learning Styles and e-Learning
3.4 Model Educational Scenarios
3.5 Using Game Theory for Scenario Modelling
3.6 Mixed Learning Delivery Strategy Scenario
3.7 Information Processing Styles Scenario
3.8 Flipped Classroom Scenario
3.9 Discussion
References
Chapter 4: Cloud Computing: Considering Trust as Part of the User Quality of Experience
4.1 Introduction
4.2 Cloud Services
4.3 Cloud Pricing and Deployment Models
4.4 Cloud Security
4.5 Trust in Cloud Interactions
4.6 The Trust Game Model
4.6.1 Introducing Nature in the Model
4.6.2 Understanding the User Perspective
4.6.3 Understanding the Provider Perspective
4.6.4 The Extensive Form of the Game
4.6.5 The Normal Form of the Game
4.6.6 A Closer Look at the Game Payoffs
4.7 Discussion
References
Chapter 5: Modern Technology Interfaces: Usability, Sociability Challenges and Decision-Making
5.1 Introduction
5.2 User Experience Design
5.3 Emotional Design
5.4 Sociability in Design
5.5 Designing for Mentors and Mentees
5.6 Mentor Selection Model
5.7 Mentor-Mentee Interaction Model
5.8 Repeated Interaction Model
5.8.1 Three Numerical Examples of Repeated Interactions
5.9 Adding a Rating Variable to Support Mentor Selection
5.9.1 Evaluating Adaptive Future Interactions
5.10 Discussion
References
Chapter 6: Dealing with Emerging AI Technologies: Teaching and Learning Ethics for AI
6.1 Introduction
6.2 Learning Steps and Objectives
6.3 Introducing Ethics in Technology Design
6.4 Introducing Unethical Behaviour in the Scenario
6.5 A First Glance at the Competition Model
6.6 Evolutionary Stability of the Competition Model
6.7 Motivation for Ethical Decision-Making
6.8 Discussion
References
Chapter 7: Planning for 5G: A Network Perspective on Quality of Experience
7.1 Introduction
7.2 Network Slicing
7.3 Network Slicing and 5G Service Requirements
7.4 Single Slice Service Type and Resource Management
7.5 A Simple Resource Management Scenario
7.6 System Efficiency and Price of Anarchy
7.7 Efficiency and Equilibrium in the Network Slice Example
7.8 Calculating the Price of Anarchy
7.9 Discussion
References
Index

Quality of Experience and Learning in Information Systems: Incorporating Learning and Ethics into Characterizations of Quality of Experience
 3030525589, 9783030525583

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