• 제목/요약/키워드: Users and Expert

검색결과 320건 처리시간 0.019초

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

  • 이은정;이민주;이승희;박영호;김목련;안후영
    • 디지털콘텐츠학회 논문지
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    • 제9권4호
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    • pp.625-633
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    • 2008
  • 최근 사용자들의 참여, 개방, 공유가 주요 이슈로 떠오르면서 전문적이고 정확한 정보를 웹에서 찾고자하는 사용자의 요구가 증가하고 있다. 그러나 정보의 범람으로 사용자가 원하는 정보를 정확하게 검색하기 어려우며, 원하는 정보를 검색해도 그 정보에 대한 신뢰성을 판단하기가 어렵다. 따라서 본 논문에서는 신뢰성이 결여되기 쉬운 특정 정보에 대한 신뢰성과 검색의 효율성을 높이기 위해 새로운 랭크 매트릭스를 제안한다. 그리고 제안한 새로운 랭크 매트릭스를 적용한 민간의학 정보 웹 사이트를 구현한다. 제안하는 매트릭스를 사용자 레벨에 기반 하여, 레벨에 따른 평가 가중치를 차등화하여 글의 점수를 부여하는 방법이다. 이러한 방법은 참여자의 심리적 요소를 반영하여 글의 신뢰도를 높이는 방법으로 신뢰성이 결여되기 쉬운 정보의 신뢰도를 높일 수 있는 방안으로 사용될 수 있다.

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

  • 박일종
    • 한국도서관정보학회지
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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.

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

  • 한인택;한주연;전재열;신동우;김경래
    • 한국건설관리학회논문집
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    • 제7권2호
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    • pp.81-88
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    • 2006
  • 사회 경제적인 환경변화로 인해 사용자의 요구조건이 다양해지고 있지만 설계 시 다양해진 사용자의 요구조건을 제대로 반영하지 못하여 잦은 설계변경이 발생하고 있다. 이에 본 연구에서는 문헌고찰을 통해 사용자의 요구조건을 파악하고, 파악된 각각의 요구조건을 성능항목으로 전환한 뒤, 사용자와 실무자를 대상으로 설문을 실시하여 얻은 자료를 바탕으로 각각의 중요도를 측정하였다. 이렇게 측정된 각각의 중요도를 비교 분석하여 향후 설계 시 고려하여야 할 사항을 제시하였다.

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

  • 김종기;황숙연;이동호
    • 한국정보시스템학회지:정보시스템연구
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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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유비쿼터스 비즈니스를 위한 참여자 기반의 디지털 콘텐츠 속성에 관한 연구 (A Study on Attribute of User Generated Content in Ubiquitous Technology)

  • 이홍주;장정주;안중호
    • 한국항행학회논문지
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    • 제13권2호
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    • pp.287-295
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    • 2009
  • 최근 정보기술의 발전과 더불어 사회적으로 많은 변화가 있는 것이 사실이다. 이러한 사회적 변화에 발맞추어, 기업에서는 새로운 수익모델을 찾고자 많은 노력을 기울이고 있다. 특히 최근에 문화와 정보기술을 융합한 디지털 콘텐츠가 많은 수익을 창출하게 되면서, 다수의 기업들이 UGC(User Generated Contents)와 같은 참여자 기반의 디지털 콘텐츠에 관심을 갖게 된 것이 사실이다. 본 논문에서는 선행연구를 통해 제시된 UGC의 속성과 유비쿼터스 정보기술로 구현할 수 있는 비즈니스를 분석하여, 유비쿼터스 정보기술 환경에서 UGC의 성공적인 비즈니스를 위한 속성을 제시하였다. 아울러, 문헌연구와 전문가 분석방법을 통해 본 논문에서 제시한 UGC 속성의 타당성을 검증하고자 하였다. 향후, 기업에서는, 본 논문의 연구 결과를 바탕으로, 참여자 기반의 디지털 콘텐츠 비즈니스를 성공적으로 개발할 수 있을 것 이다.

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

  • 은광하
    • 한국게임학회 논문지
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    • 제21권5호
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    • pp.75-86
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    • 2021
  • 본 연구는 초등학교 이용자에 적합한 실감 콘텐츠 개발 접근지표에 관한 연구이다. 다양한 센서기술을 연동한 스포츠, 체육, 융합학습 실감 콘텐츠 기준으로 이용자에게 교육 및 신체 운동의 효과성 있는 콘텐츠 체험이 되도록 하며 가상현실 스포츠실 콘텐츠 제작 참여기업의 올바른 개발 가이드로서 활용될 수 있다. 연구방법은 지원기관의 표준화 가이드를 기준으로 개발된 콘텐츠를 선정하여 전문가 자문 및 체육담당자 인터뷰, 콘텐츠 체험 설문을 통한 연구를 통해서 가상현실 스포츠실의 콘텐츠 접근 기준지표를 도출하였으며 제작 기준지표를 적용한 콘텐츠 고도화 개발을 통해서 확인해 보았다.