The book shows how researchers, practitioners, and designers can improve user experiences with technology by understanding various user learning styles and characteristics when they interact with new and challenging applications and interfaces. Quality of experience in this new technological environment is affected by the learning curve involved in being able to use the new interfaces in a satisfactory way. The author explores the variations in quality of experience when considering learning and ethics when interacting with new, emerging technologies. The author shows how results can be applied to technologies such as big data, AI, 5G, and Internet of Things (IoT). Taken into account are also safety and security requirements, context, environment, etc. The book explores the idea of learning, ethics, and the idea that there exists a "recipe" for a satisfactory interaction with technology if such relevant parameters are taken into consideration.

  • Analyzes user habits to improve quality of experience when interacting with technology;
  • Shows how to apply quality of service techniques to 5G, IoT, big data and AI;
  • Uses behavior models to analyze interactions to improve the user quality of experience.


This book shows how to model selected communication scenarios using game theory. The book helps researchers specifically dealing with scenarios motivated by the increasing use of the Internet of Things (IoT) and 5G Communications by using game theory to approach the study of such challenging scenarios. The author explains how game theory acts as a mathematical tool that models decision making in terms of strategies and mechanisms that can result in optimal payoffs for a number of interacting entities, offering often antagonistic behaviors. The book explores new technologies in terms of design, development and management from a theoretical perspective, using game theory to analyze strategic situations and demonstrate profitable behaviors of the cooperative entities. The book identifies and explores several significant applications/uses/situations that arise from the vast deployment of the IoT. The presentation of the technological scenarios is followed in each of the first four chapters by a step-by-step theoretical model often followed by equilibrium proof, and numerical simulation results, that are explained in a tutorial-like manner. The four chapters tackle challenging IoT and 5G related issues, including: new security threats that IoT brings, e.g. botnets, ad hoc vehicular networks and the need for trust in vehicular communications, content repetition by offloading traffic onto mobile users, as well as issues due to new wearable devices that enable data collection to become more intrusive.


This book introduces a unique perspective on the use of data from popular emerging technologies and the effect on user quality of experience (QoE). The term data is first refined into specific types of data such as financial data, personal data, public data, context data, generated data, and the popular big data. The book focuses the responsible use of data, with consideration to ethics and wellbeing, in each setting. The specific nuances of different technologies bring forth interesting case studies, which the book breaks down into mathematical models so they can be analyzed and used as powerful tools. Overall, this perspective on the use of data from popular emerging technologies and the resulting QoE analysis will greatly benefit researchers, educators and students in fields related to ICT studies, especially where there is additional interest in ethics and wellbeing, user experience, data management, and their link to emerging technologies.