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Crowdsensing offers a cost-effective way to collect large amounts of environmental sensor data; however, the spatial distribution of crowdsensing sensors can hardly be influenced, as the participants carry the sensors, and, additionally, the quality of the crowdsensed data can vary significantly. Hybrid systems that use mobile users in conjunction with fixed sensors might help to overcome these limitations, as such systems allow assessing the quality of the submitted crowdsensed data and provide sensor values where no crowdsensing data are typically available. In this work, we first used a simulation study to analyze a simple crowdsensing system concerning the detection performance of spatial events to highlight the potential and limitations of a pure crowdsourcing system. The results indicate that even if only a small share of inhabitants participate in crowdsensing, events that have locations correlated with the population density can be easily and quickly detected using such a system. On the contrary, events with uniformly randomly distributed locations are much harder to detect using a simple crowdsensing-based approach. A second evaluation shows that hybrid systems improve the detection probability and time. Finally, we illustrate how to compute the minimum number of fixed sensors for the given detection time thresholds in our exemplary scenario.
Evaluating the Quality of Experience (QoE) of video streaming and its influence factors has become paramount for streaming providers, as they want to maintain high satisfaction for their customers. In this context, crowdsourced user studies became a valuable tool to evaluate different factors which can affect the perceived user experience on a large scale. In general, most of these crowdsourcing studies either use, what we refer to, as an in vivo or an in vitro interface design. In vivo design means that the study participant has to rate the QoE of a video that is embedded in an application similar to a real streaming service, e.g., YouTube or Netflix. In vitro design refers to a setting, in which the video stream is separated from a specific service and thus, the video plays on a plain background. Although these interface designs vary widely, the results are often compared and generalized. In this work, we use a crowdsourcing study to investigate the influence of three interface design alternatives, an in vitro and two in vivo designs with different levels of interactiveness, on the perceived video QoE. Contrary to our expectations, the results indicate that there is no significant influence of the study’s interface design in general on the video experience. Furthermore, we found that the in vivo design does not reduce the test takers’ attentiveness. However, we observed that participants who interacted with the test interface reported a higher video QoE than other groups.
Objectives
The present investigation aimed to evaluate the subjective perception of deformational cranial asymmetries by different observer groups and to compare these subjective perceptions with objective parameters.
Materials and methods
The 3D datasets of ten infants with different severities of deformational plagiocephaly (DP) were presented to 203 observers, who had been subdivided into five different groups (specialists, pediatricians, medical doctors (not pediatricians), parents of infants with DP, and laypersons). The observers rated their subjective perception of the infants’ cranial asymmetries using a 4-point Likert-type scale. The ratings from the observer groups were compared with one another using a multilevel modelling linear regression analysis and were correlated with four commonly used parameters to objectively quantify the cranial asymmetries.
Results
No significant differences were found between the ratings of the specialists and those of the parents of infants with DP, but both groups provided significantly more asymmetric ratings than did pediatricians, medical doctors, or laypersons. Moreover, the subjective perception of cranial asymmetries correlated significantly with commonly used parameters for objectively quantifying cranial asymmetries.
Conclusions
Our results demonstrate that different observer groups perceive the severity of cranial asymmetries differently. Pediatricians’ more moderate perception of cranial asymmetries may reduce the likelihood of parents to seek therapeutic interventions for their infants. Moreover, we identified some objective symmetry-related parameters that correlated strongly with the observers’ subjective perceptions.
Clinical relevance
Knowledge about these findings is important for clinicians when educating parents of infants with DP about the deformity.