dc.contributor.advisor | Heegaard, Poul Einar | nb_NO |
dc.contributor.advisor | De Moor, Katrien | nb_NO |
dc.contributor.author | Underdal, Anlaug Gårdsrud | nb_NO |
dc.contributor.author | Sunde, Marthe Thorine | nb_NO |
dc.date.accessioned | 2014-12-19T14:16:11Z | |
dc.date.available | 2014-12-19T14:16:11Z | |
dc.date.created | 2014-09-05 | nb_NO |
dc.date.issued | 2014 | nb_NO |
dc.identifier | 744068 | nb_NO |
dc.identifier | ntnudaim:11494 | nb_NO |
dc.identifier.uri | http://hdl.handle.net/11250/262998 | |
dc.description.abstract | The goal of this thesis work is to investigate the user-perceived QoE of Kahoot!, a cloud gaming learning platform, designed to be used in classrooms. The general objective of this thesis is to investigate to what extent a specific QoS parameter (delay), affects the QoE perceived by users of such a cloud based application. More specifically the following research questions have been set: To which degree does delay impact QoE and how does the presence of others influence the experience of fairness? | nb_NO |
dc.language | eng | nb_NO |
dc.publisher | Institutt for telematikk | nb_NO |
dc.title | Investigating QoE in a Cloud-Based Classroom Response System: A Real-Life Longitudinal and Cross-Sectional Study of Kahoot! | nb_NO |
dc.type | Master thesis | nb_NO |
dc.source.pagenumber | 136 | nb_NO |
dc.contributor.department | Norges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for telematikk | nb_NO |