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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Performer-initiated and audience- controlled interaction effects in live-streamed music events

Zamorano, Yerai January 2020 (has links)
Although live stream music events have been gaining popularity in recent years, there has not been much research on the impact the interactions unfolding during the event have on the user experience of the audience. This thesis focuses on the effects that a particular performer-initiated and audience-controlled interactivity, such as being able to vote for the next song, has during the music event. The user study followed an experimental between-subjects design to estimate the consequences of this interaction using a mobile prototype with two different conditions that differ in the level of interactivity available, from voting to excluding the vote. Data collection consisted of semi-structured interviews and demographic and UEQ questionnaires. The findings showed that the inclusion of interactivity had a positive influence on the audience experience. Furthermore, the interactive experience obtained noticeable better results in the UEQ analysis and was perceived significantly more motivating and engaging than the less interactive stream. Insights from the interviews corroborated these results, with most participants expressing interest in the experience and willingness to repeat in the future. / Trots att livestreamade musikevenemang har ökat i popularitet de senaste åren har det inte gjorts mycket forskning angående vilken inverkan interaktioner som utvecklas under evenemanget har på publikens användarupplevelse. Denna avhandling fokuserar på effekterna som en viss artistinitierad och publikstyrd interaktivitet, som att kunna rösta fram nästa låt, har under musikevenemanget. Användarstudien följde en experimentell mellangruppsdesign för att undersöka konsekvenserna av denna interaktion med hjälp av en prototyp för mobiltelefon med två olika varianter som skiljer sig åt i tillgänglig interaktivitetsnivå, från omröstning till att omröstning utesluts. Datainsamlingen bestod av halvstrukturerade intervjuer och demografiska och UEQ-frågeformulär. Resultaten visade att inkluderingen av interaktivitet hade en positiv inverkan på publikens upplevelse. Dessutom fick den interaktiva upplevelsen märkbart bättre resultat i UEQ-analysen och upplevdes betydligt mer motiverande och engagerande än det mindre interaktiva eventet. Insikter från intervjuerna bekräftade dessa resultat. De flesta deltagare uttryckte ett intresse för upplevelsen och en vilja att upprepa det i framtiden.
2

Factores que influencian la competencia mediática de las audiencias de mujeres streamers durante la pandemia del Covid-19 / Factors that influence media competence of female streamers audiences during the Covid-19 Pandemic

Párraga Chávez, Valeria Smilzinia 28 January 2022 (has links)
Con la llegada de la pandemia, personas de todas las edades han encontrado en los videojuegos una alternativa para distraerse. Además, el streaming (transmisión en vivo de sesiones de juego) se convirtió en una forma de obtener ingresos desde casa. Este tipo de contenido pasó a formar parte de la dieta mediática digital de los aficionados a los videojuegos, quienes establecieron una estrecha relación con los streamers y generaron distintas dinámicas. A pesar de la implementación de reglas que regulan el comportamiento de los streamers en plataformas como Twitch y Facebook, no pueden controlar algunas irregularidades, como monitorear comentarios negativos o insinuaciones sexuales durante las transmisiones en vivo. Esto ha iniciado varios debates sobre el uso correcto de estos medios que reúnen a personas de todas las edades, desde niños hasta adultos. Con el fin de conocer los puntos de vista de los consumidores, se realizaron dos focus group con el fin de conocer los factores que influyen en la competencia mediática de la audiencia de streamers femeninas. El estudio aborda dos dimensiones: los lenguajes y la ideología y los valores. En la dimensión de idiomas, si bien las mujeres son conscientes del acoso, consideran que una persona tiene libertad de comportamiento durante un stream. Los hombres, por su parte, consideran que la forma en que las mujeres se muestran frente a la cámara les permite generar dinero. En la dimensión de ideología y valores, las mujeres creen que el comportamiento de una streamer no debe ser cuestionado ni criticado siempre que respete las reglas de la comunidad. Por otro lado, los hombres consideran que las reglas se interpretan de forma subjetiva, pero son conscientes que, sin estas prácticas, la plataforma Facebook Gaming no tendría ingresos económicos. / With the arrival of the pandemic, people of all ages have found an alternative in video games to distract themselves. Additionally, streaming (live streaming of game sessions) became a way to earn income from home. This type of content became part of the digital media diet of video game fans, who established a close relationship with streamers and generated different dynamics. Despite the implementation of rules regulating the behavior of streamers on platforms such as Twitch and Facebook, they are not able to control some irregularities, like monitoring negative comments or sexual innuendo during live streams. This has initiated various debates about the correct use of these media that gather people of all ages, from children to adults. In order to know consumers’ points of view, two focus groups were carried out in order to find out the factors that influence the media competence of female streamers’ audience. The study addresses two dimensions: languages and ideology and values. In the languages dimension, although women are aware of harassment, they consider that a person has freedom of behavior during a stream. Men, meanwhile, consider that the way women show themselves in front of the camera allows them to generate money. In the ideology and values dimension, women believe that a female streamer’s behavior should not be questioned or criticized as long as it respects the rules of the community. On the other hand, men consider that the rules are interpreted subjectively, but they are aware that without these practices, the Facebook Gaming platform would not have economic income / Tesis
3

Correlations between the Net Promoter Score Subgroups and Video Streaming Quality / Korrelationer mellan undergrupperna hos Net Promoter Score och videostreamingkvalitet

Gustafsson, Johanna January 2018 (has links)
The video streaming business has grown substantially during the last decades. To optimize the user experience in video streaming, it is important to know how the user satisfaction relates to the technical qualities for the video streaming services, such as bufferings and startup times.  The Net Promoter Score (NPS) is a widely used management tool used in surveys to measure customer satisfaction and loyalty. The users are categorized into three user groups based on a survey question. This thesis investigates whether it is possible to find correlations between the three user groups based on NPS ratings and measured technical qualities from video streams. Initial data exploring through information visualization suggested that the data should be separated into live streams and video-on-demand. Statistical analysis showed that the NPS user groups have no correlations to how long the users are watching the streams, nor to how long the video takes to start. The results showed, that the users watching live streams seem to be more sensitive to lower qualities than those watching video- on-demand. However, this could also be due to the fact that the measured technical qualities during live streams are generally lower. The buffering and the seek time proved to have correlations to the measured user satisfaction, but several other factors such as the actual video content could also have big impacts on the user’s ratings. The users which had experienced more buffering and longer seek times were more likely to rate the service with a lower score, than the average user. / Mängden videor som streamas över Internet har ökat väsentligt under de senaste årtiondena. För att kunna optimera upplevelsen för de som streamar videor är det viktigt för företagen som erbjuder dessa tjänster att veta hur kundnöjdheten relaterar till de tekniska egenskaperna. Dessa kan inkludera faktorer såsom buffring och starttider. Net Promoter Score (NPS) är ett verktyg som används inom många olika branscher för att mäta kundnöjdhet och lojalitet. Användarna delas in i tre grupper beroende på hur de svarar på en enkätfråga. Detta examensarbete undersöker huruvida det är möjligt att hitta korrelationer mellan kundnöjdhet baserad på de tre användargrupperna från NPS-verktyget och uppmätta tekniska kvaliteter från en streamingtjänst. Efter att inledande informationsvisualiseringar påvisade skillnader mellan live-strömmar och video-on-demand har dessa grupper hanterats separat. Statistisk analys visade att de tre NPS-grupperna inte har några korrelationer med starttiden eller hur länge användarna tittar på videor. Resultatet visade även att användarna som tittar på live-strömmar verkar vara känsligare för lägre tekniska kvaliteter än de som tittar på video-on-demand. Detta kan dock även bero på att de uppmätta tekniska egenskaperna under live-strömmarna generellt är lite lägre. Buffringen och söktiden visade sig ha samband med den uppmätta kundnöjdheten, men flera andra faktorer, såsom det faktiska videoinnehållet, kan också ha en inverkan på användarnas betyg. Användarna som hade upplevt mer buffring och längre söktider var mer benägna att ge tjänsten ett lägre betyg än den genomsnittliga användaren.

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