scholarly journals A COMPARATIVE STUDY ON THE USER EXPERIENCE OF PC GAMING VS CLOUD GAMING

Author(s):  
John Millton J

Cloud gaming is gaining in popularity, but it's still unknown whether the user-experience it provides is sweet enough to enable cloud gaming to exchange with a traditional PC gaming and what are the key expectations of a gamer. The Major goal of our research presented during this paper is to collect objective, experimental data on this subject. We've executed a user study that exposed ourselves to at least one simple and one complex game using cloud gaming and PC gaming approaches. After a timed gaming session on both platforms we analyzed the impact of the sessions and compared our experiences. The results of our study show that for a run of the mill casual gamer there's not much difference between cloud gaming and PC gaming. Whereas, more matured gamers tend to favor PC gaming, especially on high-end PCs. Although, both user groups did select cloud gaming as a far better solution for a low-end hardware. The results of our experiments lead to a conclusion that cloud gaming, in its current form, isn't ready to replace the PC gaming, but it fills a distinct segment that PC gaming has no possibility of reaching and basically allowing people to play their favorite titles without having to take a position in high-end gaming hardware. KEYWORDS: User Experience, Internet, Cloud-based Applications, Computer Games, Virtualized Applications.

2020 ◽  
Author(s):  
Lungwani Muungo

The effectiveness of any biomedical prevention technology relies on both biological efficacy and behavioraladherence. Microbicide trials have been hampered by low adherence, limiting the ability to draw meaningfulconclusions about product effectiveness. Central to this problem may be an inadequate conceptualization of howproduct properties themselves impact user experience and adherence. Our goal is to expand the current microbicidedevelopment framework to include product ‘‘perceptibility,’’ the objective measurement of user sensoryperceptions (i.e., sensations) and experiences of formulation performance during use. For vaginal gels, a setof biophysical properties, including rheological properties and measures of spreading and retention, may criticallyimpact user experiences. Project LINK sought to characterize the user experience in this regard, and tovalidate measures of user sensory perceptions and experiences (USPEs) using four prototype topical vaginal gelformulations designed for pericoital use. Perceptibility scales captured a range of USPEs during the productapplication process (five scales), ambulation after product insertion (six scales), and during sexual activity (eightscales). Comparative statistical analyses provided empirical support for hypothesized relationships between gelproperties, spreading performance, and the user experience. Project LINK provides preliminary evidence for theutility of evaluating USPEs, introducing a paradigm shift in the field of microbicide formulation design. Wepropose that these user sensory perceptions and experiences initiate cognitive processes in users resulting inproduct choice and willingness-to-use. By understanding the impact of USPEs on that process, formulationdevelopment can optimize both drug delivery and adherence.


2003 ◽  
Vol 18 (4) ◽  
pp. 388-394 ◽  
Author(s):  
Stefan Antonsson ◽  
Mikael E. Lindstrom ◽  
Martin Ragnar

Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 996
Author(s):  
Norshakirah Aziz ◽  
Md Jan Nordin ◽  
Said Jadid Abdulkadir ◽  
Muhammad Muhaimin M. Salih

The advancement of technology has enabled powerful microprocessors to render high-quality graphics for computer gaming. Despite being intended for leisure purposes, several components of the games alongside the gamer’s environmental factors have resulted in digital addiction (DA) towards computer games such as massively multiplayer online games (MMOG). Excessive gaming among adolescents has various negative impacts on an individual. However, only a few researchers have addressed the impact of DA on physical health. Thus, the primary objective of this research is to study the impact of DA on physical health among Malaysian adolescents. This study focuses on Malaysian adolescents of ages 12–18 years old who are addicted to computer games, specifically the MMOG. The methodology used for the study involves focus group discussions (FGD) and extensive literature study. The FGD sessions have involved both medical experts and game experts. The outcome of FGD discussion is recorded and justified with the existing relevant literature from high-impact journals, theses, conferences, books, and reports. This paper provides evidence of five physical health impacts of DA associated with adolescents. The factors of DA, the addiction components existing in MMOG computer games, and the DA health risk assessment are presented in the results section. Based on the study, it is concluded that DA among Malaysian adolescents can cause various impacts on physical health such as obesity, back pain, and neck pain, orthopaedic/joint muscle, eyesight problem, hearing problem, as well as physical inactivity.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Jianghao Du ◽  
Zhanyun Zhu ◽  
Junchang Yang ◽  
Jia Wang ◽  
Xiaotong Jiang

AbstractIn this paper, a comparative study was conducted on the extraction effects of six agents for collagen-based mural painting binders. These agents were used to extract the residual proteins in the non-aged and thermal aged samples. The protein extraction efficiencies of different extracting agents were quantitatively determined by bicinchoninic acid (BCA) method, and then processed by multivariate analysis of variance (MANOVA). The impact of the extraction process on the protein structure was characterized by sodium dodecyl sulfate polyacrylamide gel electrophoresis (SDS-PAGE), ultraviolet absorption spectrum (UV) and circular dichroism (CD). The results showed that, for both non-aged and aged samples, the extraction efficiency of 2 M guanidine hydrochloride (GuHCl) was significantly higher than the other five agents, with less damage to the protein structure during the extraction process.


2021 ◽  
Vol 13 (14) ◽  
pp. 7871
Author(s):  
Dwayne Jefferson ◽  
Frederick Paige ◽  
Philip Agee ◽  
France Jackson

To improve the construction industry’s capacity to deliver sustainable infrastructure, guidance on delivering green building systems needs to be more usable. Green buildings have certifications and ratings in place that ensure that projects are environmentally responsible and meet standards in resource efficiency. EarthCraft Multifamily (ECMF), an evolving green building certification, has been successful in increasing the delivery of energy-efficient affordable housing, and this study leverages user experience (UX) methodologies to understand how to further improve ECMF and replicate its success. This study identifies the impact ECMF tools and resources, such as the program manual, worksheet, and technical guidelines, have on enhancing project delivery for architects. This study conducted data analysis on project specifications, heuristic evaluation data, and stakeholder interview data. As the strengths and weaknesses of ECMF were identified, knowledge on the usability of the green building certification program was unveiled. Heuristic evaluations data show that accessibility and usability issues are present in ECMF resources. Interview data show that architects’ experiences with ECMF resources were affected by some of the usability issues identified in the heuristic evaluation data. Coded interview transcripts show the most prominent participant-identified improvements represented within the data. Resources need appropriate visual representation such as readability and hierarchy to improve their usability. Understanding how ECMF resources are utilized during project delivery allows for the appropriate content and options to be strategically framed to improve accessibility and enhance user decision making. ECMF resources can allow for the inclusion of a broader set of stakeholders by lowering the level of expertise required for sustainable infrastructure delivery.


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