Sökning: "subjective user study"
Visar resultat 1 - 5 av 145 uppsatser innehållade orden subjective user study.
1. Swipe to buy? : Examining the influence of Instagram and TikTok onmillennials fast fashion purchases
Kandidat-uppsats, Stockholms universitet/Företagsekonomiska institutionenSammanfattning : This thesis explores the influence of User-Generated Content (UGC) on the purchasingdecisions of millennials in the fast fashion industry, particularly through the platformsInstagram and TikTok. The research delves into the transformation from offline to onlinemarketing within the fast fashion sector, examining both fast-fashion and ultra-fast fashion tounderstand UGC's impact on consumer behavior, including environmental and ethicalconcerns. LÄS MER
2. Perceptual Sensitivity to Video Degradations in a Simulated Cloud-Gaming Environment: An Empirical Study through Subjective Tests
Master-uppsats, Uppsala universitet/Institutionen för informationsteknologiSammanfattning : Cloud gaming, often referred to as gaming on demand or game streaming, is a contemporary form of online gaming. It operates by running video games on powerful, remote servers and streaming them in realtime directly to a user’s device. LÄS MER
3. Evaluating ChatGPT’s Ability to Compose Music Using the MIDI File Format
Kandidat-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)Sammanfattning : This thesis examines the capabilities of the artificial intelligence model (AI), ChatGPT 3.5-turbo, to compose valuable music in a digital format (MIDI) from natural language prompts. Implementing a multifaceted quantitative approach, the study combines objective musical metrics with subjective user evaluations. LÄS MER
4. Electric Leisure Boats: Enablers and Barriers : A case study of leisure boat manufacturers
Master-uppsats, KTH/Skolan för industriell teknik och management (ITM)Sammanfattning : Combustion engines and fossil fuels have traditionally driven motor-powered leisure boats. Electrification is quickly transforming the transportation sector, but electric boats are rare. The primary drawback of the electric boat is the high production cost. LÄS MER
5. THE IMPACT OF DYNAMIC GAME DIFFICULTY BALANCING ON PLAYER USER EXPERIENCE IN PUZZLE GAMES : A case study
Master-uppsats, Högskolan i Skövde/Institutionen för informationsteknologiSammanfattning : This study delves into the relationship between Dynamic Game Difficulty Balance and Game User Experience in the context of puzzle games. The aim of this study was to explore the impact of DGDB on user experience in puzzle games, focusing on player engagement, immersion, and the occurrence of a-ha moment. LÄS MER