• 제목/요약/키워드: Users and Expert

검색결과 320건 처리시간 0.026초

A Proposal on Hybrid-Rank Metrics for Retrieval of Reliable Expert Knowledge in Web (신뢰성 있는 웹 전문지식 검색을 위한 하이브리드 랭크 매트릭스 제안)

  • Lee, Eun-Jung;Lee, Min-Joo;Lee, Seung-Hee;Park, Young-Ho;Kim, Mok-Ryun;Ahn, Hoo-Young
    • Journal of Digital Contents Society
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    • 제9권4호
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    • pp.625-633
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    • 2008
  • Recently, the participation, opening and joint ownership of the users are important issue. The users want professional and accurate information from web. But users often suffer from retrieving accurate information. Even though the users find information they want, it is not guaranteed that the information is reliable since there are too much information placed on the web. Thus, we propose the novel rank metric to promote reliability and efficiency in information retrieval. In order to verify our approach, we implement a web site based on the proposed rank metric for nonofficial medical science information. The proposed rank metric based on user's level. This is to give score of text through differential rate depending on the user's level. The proposed rank metric enhances the reliability of text which is reflecting the user's mental factor. Thus, this method can be used for enhancing the reliability of text.

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A study of the existing problems of digital libraries and their future environment (현존하는 디지털도서관의 문제점과 미래환경에 관한 연구)

  • 박일종
    • Journal of Korean Library and Information Science Society
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    • 제27권
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    • pp.391-421
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    • 1997
  • Information scientists need not to answer whether future libraries will be a digital library or not, but to answer how they are structured and served effectively to users currently. 'The library with walls' or 'the library as place' need to be existed in the future, but 'digital library without the wall' or 'virtual library' will need to be studied continuously. This study has tried to reveal the existing problems of digital libraries and their future environment after considering the ambiguous concepts of various types of electronic libraries and their efforts for library automation, and the changed information retrieval circumstances during the last 30 to 40 years through a qualitative document study. As a result, the major findings and suggestions are prepared. The library of the future will be a part of local and national cooperative systems, be filled with the intelligent use of old and new technologies, and be able to su n.0, pport both a place with extensive collections and convenient, easy, & free access to remote intellectual resources. Also, the information storage and retrieval (ISAR) to the future library system would easily provide users with any types of data retrieval system by anybody rather than by an expert or a specialist, so called 'A&E retrieval' in the coming 21th century. It will be highly possible that the future society changes to the information marketplace whose data may be recognized as an intangible assets.

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Toward Generic, Immersive, and Collaborative Solutions to the Data Interoperability Problem which Target End-Users

  • Sanchez-Ruiz, Arturo;Umapathy, Karthikeyan;Hayes, Pat
    • Journal of Computing Science and Engineering
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    • 제3권2호
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    • pp.127-141
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    • 2009
  • In this paper, we describe our vision of a "Just-in-time" initiative to solve the Data Interoperability Problem (a.k.a. INTEROP.) We provide an architectural overview of our initiative which draws upon existing technologies to develop an immersive and collaborative approach which aims at empowering data stakeholders (e.g., data producers and data consumers) with integrated tools to interact and collaborate with each other while directly manipulating visual representations of their data in an immersive environment (e.g., implemented via Second Life.) The semantics of these visual representations and the operations associated with the data are supported by ontologies defined using the Common Logic Framework (CL). Data operations gestured by the stakeholders, through their avatars, are translated to a variety of generated resources such as multi-language source code, visualizations, web pages, and web services. The generality of the approach is supported by a plug-in architecture which allows expert users to customize tasks such as data admission, data manipulation in the immersive world, and automatic generation of resources. This approach is designed with a mindset aimed at enabling stakeholders from diverse domains to exchange data and generate new knowledge.

Point of Interest Recommendation System Using Sentiment Analysis

  • Gaurav Meena;Ajay Indian;Krishna Kumar Mohbey;Kunal Jangid
    • Journal of Information Science Theory and Practice
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    • 제12권2호
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    • pp.64-78
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    • 2024
  • Sentiment analysis is one of the promising approaches for developing a point of interest (POI) recommendation system. It uses natural language processing techniques that deploy expert insights from user-generated content such as reviews and feedback. By applying sentiment polarities (positive, negative, or neutral) associated with each POI, the recommendation system can suggest the most suitable POIs for specific users. The proposed study combines two models for POI recommendation. The first model uses bidirectional long short-term memory (BiLSTM) to predict sentiments and is trained on an election dataset. It is observed that the proposed model outperforms existing models in terms of accuracy (99.52%), precision (99.53%), recall (99.51%), and F1-score (99.52%). Then, this model is used on the Foursquare dataset to predict the class labels. Following this, user and POI embeddings are generated. The next model recommends the top POIs and corresponding coordinates to the user using the LSTM model. Filtered user interest and locations are used to recommend POIs from the Foursquare dataset. The results of our proposed model for the POI recommendation system using sentiment analysis are compared to several state-of-the-art approaches and are found quite affirmative regarding recall (48.5%) and precision (85%). The proposed system can be used for trip advice, group recommendations, and interesting place recommendations to specific users.

A Proposal of Quality Evaluating Model for Serious Game Contents

  • Yoon, Sun-Jung;Yun, Tae-Soo
    • International Journal of Contents
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    • 제6권1호
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    • pp.26-34
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    • 2010
  • This paper is on the premise that we need objective and measurable researches on quality evaluation of serious game for users' correct selection of games fitting for their purposes, for development of competitive high-quality game, and for stable growth of game industry. At first, we looked into various characteristics of serious game, read the present situation of game market, and proposed the necessity of quality evaluating model for serious game. To guarantee the objectivity of the proposed models, we compared and analyzed various proposals of standard model on the basis of international standard quality-evaluating model, ISO/IEC 9126 S/W. And so we extracted quality-evaluating items for serious game that composed of 8 evaluating areas and 25 sub-attributes, and presented quality-evaluating indices of each area. The proposed quality-evaluating model was added 2 areas and 8 sub-attributes to the international standard model, and the validity of the extracted items' was verified by expert group's questionnaire. Accordingly, we expect that this paper will increase game users' satisfaction, promote the development of high-quality games, and contribute to continuous growth in serious game market.

A Analysis of the Weight for the Required Performance Items of Building Elements in the Apartment Housing (공동주택 부위별 요구성능항목의 중요도 분석)

  • Han, In-Taek;Han, Ju-Yeoun;Chun, Jae-Youl;Shin, Dong-Woo;Kim, Kyung-Rai
    • Korean Journal of Construction Engineering and Management
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    • 제7권2호
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    • pp.81-88
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    • 2006
  • User's requirements are rapidly diversed by economic and social changes. Architect, however, doesn't well reflect user's required performance on the drawings in practical business, so that it causes many change orders. For this reason, this paper identified user's requirements through extensive literature review and convert users' requirements into the performance items in order to measure the weight through the survey from users and experts. The purpose of this paper is to provide a guidance for design through the comparing and analyzing the user's weight and expert's weight.

The Smart Platform for Understanding the Extraordinary of the Our'an

  • Almarhabi, Khalid Ali
    • International Journal of Computer Science & Network Security
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    • 제21권12호
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    • pp.29-34
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    • 2021
  • The Qur'an is regarded as the holy book by Islam followers; they assert that God wants humankind to understand its meanings and implement best practices. Numerous individuals have attempted to understand the meaning of its verses and explore its Extraordinary Vocabulary; however, few people successfully studied and researched the different meanings of that holy text. Only a limited segment of the society comprising scholars, students, and intellectuals have grasped the teachings of the Qur'an. A majority of the general population, specifically youngsters, spend ample time using mobile phones. In this context, many innovative educational platforms have recently been launched to attract the general public to learn and use knowledge. Research has provided the positive impact of such smart platforms. This concept is about an innovative smartphone platform to help users understand and reason the Qur'an by helping with the book vocabulary explained by expert scholars. This work proposes creating an engaging digital format using innovative technologies. This idea is inspired by youngsters who demonstrate an immense interest in online learning. Qur'an vocabulary is the prerequisite to building a better understanding that allows users to get precise meaning.

AHP 기법을 이용한 안티바이러스 소프트웨어 평가 요인 분석

  • Kim, Jong-Ki;Hwang, Suk-Yeon;Lee, Dong-Ho
    • The Journal of Information Systems
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    • 제14권1호
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    • pp.19-40
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    • 2005
  • The history of computer virus comes along with that of computer. Computer virus han surfaced as a serious problem in information age. The advent of open network and widespread use of Internet made the problem even more urgent. As a method of defense for computer virus most companies use anti-virus software. Selecting appropriate anti-virus software involves various criteria and thus it is a multiple-attribute decision making problem. The purpose of this study is to prioritize anti-virus software evaluation factors. To do that, first of all, important evaluation factors are selected based on previous research on anti-virus software as well as general software evaluation models. Then, a questionnaire survey was conducted on end-users, system administrators and anti-virus software developers. The survey result was analyzed with ExpertChoice 2000 which is based on Analytic hierarchy Process technique. This study found that there are clear differences among three survey groups regarding the relative importance of overall evaluation factors. End-user group ranked "cost" first, but it was the least important factor to developer group. Developers pointed out "operational support" ad the most important factor. There were also obvious differences in the relative importance of detail evaluation items. Both end-users and system administrators shared 7 common items among top 10 most important items. Moreover, neither of the two groups ranked any of the items in the "operational support" factor in top 10, whereas all 4 items in the factor were included in top 10 by developer group.

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A Study on Attribute of User Generated Content in Ubiquitous Technology (유비쿼터스 비즈니스를 위한 참여자 기반의 디지털 콘텐츠 속성에 관한 연구)

  • Lee, Hong-Joo;Jahng, Jung-Joo;Ahn, Joong-Ho
    • Journal of Advanced Navigation Technology
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    • 제13권2호
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    • pp.287-295
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    • 2009
  • These days, information technology is rapidly changing our society. Thus, considering such a business environment, many companies are seeking revenue models for successful business. In particular, digital content with the convergence of culture and information technology create revenue for businesses. For this reason, many companies are interested in UGC (User Generated Content), which refers to various kinds of publicly accessible media content that are produced by end-users. Thus, this paper analyzed the attributes of UGC and businesses using ubiquitous technology. From this analysis, this paper shows the critical success factors for UGC in ubiquitous business environments. In addition, this paper analyzed the attributes of UGC through the research of literature reviews and expert reviews. Based on this research, many companies are encouraged to develop successful digital content generated by end-users.

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A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • 제21권5호
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.