Mobile Internet and mobile services that make use of mobile data are increasingly popular. However, the cost of content delivery, in particular, multimedia type content over cellular networks is still high and poses a challenge for some users who are not necessarily willing or cannot afford to pay too much for it. The problem is further exacerbated when video content is used, as this type of content is heavier and can lead to higher bills. In this context, this paper presents a novel cost-oriented adaptive multimedia delivery (COMEDY) mechanism that considers the user's willingness to pay for a certain video quality and user's mobile device characteristics to deliver adaptive multimedia content over wireless connection. The goal of the mechanism is to reduce the cost of multimedia delivery for users that are not willing to pay that much. The mechanism is evaluated both through objective and subjective studies. The evaluation shows that the proposed mechanism provides a reduction in the price paid for accessing multimedia content, and the user's perceived quality is not negatively affected.Index Terms-Adaptive multimedia, cost of multimedia delivery, mobile data billing plans, mobile devices.
The increased usage of mobile devices for learning purposes raises several concerns regarding how this adaptation affects learning and perceived quality of educational content across different screen resolutions. This research looks into how educational content type and video adaptation affect the perceived quality of multimedia educational content on two different mobile devices. We consider seven different categories of educational content: slideshow, screencast, presentation, lab demo, interview, documentary, and animation. The results show that the participants could learn regardless of the video content type and the adapted version of the video. We found no statistical significant difference between the perceived quality of the highest quality video and the lower quality video for two of the categories (lab demo and interview) and statistical significant difference on the remaining ones. The implications of this study are also discussed.
Edugames4all MicrobeQuest! is a mobile game that aims to teach microbiology and create awareness about important healthcare issues among 9 to 12 years old. This article presents the game, discusses the game design and integration of the learning objectives into the game mechanics. A pilot study has been performed to assess the game effectiveness in teaching the learning objectives integrated into the game. The study showed that the game can teach the learning objectives, however, the knowledge difference has not been statistically significant across all three learning objectives.
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