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dc.contributor.advisorHeegaard, Poul Einarnb_NO
dc.contributor.advisorDe Moor, Katriennb_NO
dc.contributor.authorUnderdal, Anlaug Gårdsrudnb_NO
dc.contributor.authorSunde, Marthe Thorinenb_NO
dc.date.accessioned2014-12-19T14:16:11Z
dc.date.available2014-12-19T14:16:11Z
dc.date.created2014-09-05nb_NO
dc.date.issued2014nb_NO
dc.identifier744068nb_NO
dc.identifierntnudaim:11494nb_NO
dc.identifier.urihttp://hdl.handle.net/11250/262998
dc.description.abstractThe 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.languageengnb_NO
dc.publisherInstitutt for telematikknb_NO
dc.titleInvestigating QoE in a Cloud-Based Classroom Response System: A Real-Life Longitudinal and Cross-Sectional Study of Kahoot!nb_NO
dc.typeMaster thesisnb_NO
dc.source.pagenumber136nb_NO
dc.contributor.departmentNorges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for telematikknb_NO


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