• Title/Summary/Keyword: users' preference

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An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

Information Recommendation in Mobile Environment using a Multi-Criteria Decision Making (다기준 의사 결정 방법을 이용한 모바일 환경에서의 정보추천)

  • Park, Han-Saem;Park, Moon-Hee;Cho, Sung-Bae
    • Journal of KIISE:Computing Practices and Letters
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    • v.14 no.3
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    • pp.306-310
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    • 2008
  • Since the preference for information recommendation service can change according to the context, we should know the user context before providing information recommendation. This paper proposes recommender system that considers multi-user preference in mobile environment and attempted to apply it to restaurant recommendation. To model the preference of individual users in mobile environment, we have used Bayesian network, and restaurant recommendation mostly should consider not an individual user but several users, so this paper has used AHP of multi-criteria decision making process to obtain the preference of several users based on one of individual users. For experiments, we conducted recommendation in 10 different situations, and finally, we confirmed that the proposed system was evaluated as a good one using a usability test of SUS.

Proactive: Comprehensive Access to Job Information

  • Lee, Danielle;Brusilovsky, Peter
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.721-738
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    • 2012
  • The Internet has become an increasingly important source for finding the right employees, so more and more companies post their job openings on the Web. The large amount and dynamic nature of career recruiting information causes information overload problems for job seekers. To assist Internet users in searching for the right job, a range of research and commercial systems were developed over the past 10 years. Surprisingly, the majority of existing job search systems support just one, rarely two ways of information access. In contrast, our work focused on exploring a value of comprehensive access to job information in a single system (i.e., a system which supports multiple ways). We designed Proactive, a recommendation system providing comprehensive and personalized information access. To assist the varied needs of users, Proactive has four information retrieval methods - a navigable list of jobs, keyword-based search, implicit preference-based recommendations, and explicit preference-based recommendations. This paper introduces the Proactive and reports the results of a study focusing on the experimental evaluation of these methods. The goal of the study was to assess whether all of the methods are necessary for users to find relevant jobs and to what extent different methods can meet different users' information requirements.

A study on neighbor selection methods in k-NN collaborative filtering recommender system (근접 이웃 선정 협력적 필터링 추천시스템에서 이웃 선정 방법에 관한 연구)

  • Lee, Seok-Jun
    • Journal of the Korean Data and Information Science Society
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    • v.20 no.5
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    • pp.809-818
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    • 2009
  • Collaborative filtering approach predicts the preference of active user about specific items transacted on the e-commerce by using others' preference information. To improve the prediction accuracy through collaborative filtering approach, it must be needed to gain enough preference information of users' for predicting preference. But, a bit much information of users' preference might wrongly affect on prediction accuracy, and also too small information of users' preference might make bad effect on the prediction accuracy. This research suggests the method, which decides suitable numbers of neighbor users for applying collaborative filtering algorithm, improved by existing k nearest neighbors selection methods. The result of this research provides useful methods for improving the prediction accuracy and also refines exploratory data analysis approach for deciding appropriate numbers of nearest neighbors.

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Design of Big Data Preference Analysis System (빅데이터 선호도 분석 시스템 설계)

  • Son, Sung Il;Park, Chan Khon
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1286-1295
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    • 2014
  • This paper suggests the way that it could improve the reliability about preference of user's feedback by adding weighting factor on sentiment analysis, and efficiently make a sentiment analysis of users' emotional perspective on the big data massively generated on twitter. To solve errors on earlier studies, this paper has improved recall and precision of sensibility determination by using sensibility dictionary subdivided sentiment polarity based on the level of sensibility and given impotance to sensibility determination by populating slang, new words, emoticons and idiomatic expressions not in the system dictionary. It has considered the context through conjunctive adverbs fixed in korean characteristics which are free to the word order. It also recognize sensibility words such as TF(Term Frequency), RT(Retweet), Follower which are weighting factors of preference and has increased reliability of preference analysis considering weight on 'a very emotional tweet', 'a recognised tweet from users' and 'a tweeter influencer'

User Modeling Using User Preference and User Life Pattern Based on Personal Bio Data and SNS Data

  • Song, Hyejin;Lee, Kihoon;Moon, Nammee
    • Journal of Information Processing Systems
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    • v.15 no.3
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    • pp.645-654
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    • 2019
  • The purpose of this study was to collect and analyze personal bio data and social network services (SNS) data, derive user preference and user life pattern, and propose intuitive and precise user modeling. This study not only tried to conduct eye tracking experiments using various smart devices to be the ground of the recommendation system considering the attribute of smart devices, but also derived classification preference by analyzing eye tracking data of collected bio data and SNS data. In addition, this study intended to combine and analyze preference of the common classification of the two types of data, derive final preference by each smart device, and based on user life pattern extracted from final preference and collected bio data (amount of activity, sleep), draw the similarity between users using Pearson correlation coefficient. Through derivation of preference considering the attribute of smart devices, it could be found that users would be influenced by smart devices. With user modeling using user behavior pattern, eye tracking, and user preference, this study tried to contribute to the research on the recommendation system that should precisely reflect user tendency.

On the Scale in the Kingdom of Saudi Arabia: Facebook vs. Snapchat

  • Alghamdi, Deena
    • International Journal of Computer Science & Network Security
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    • v.21 no.12
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    • pp.131-136
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    • 2021
  • This research aims to analyse the practices adopted by social media users in the Kingdom of Saudi Arabia (KSA), specifically users of Facebook and Snapchat. To collect data from participants, a questionnaire was used, generating 915 responses. The analysis of the data shows a clear preference for Snapchat over Facebook in the KSA, where 89% of the participants have accounts on Snapchat compared to 66% of them with accounts on Facebook. Moreover, the preference for Snapchat over Facebook has been clearly shown in the daily usage of participants, where 83% of those with Snapchat accounts can be described as very active users. They have accessed their Snapchat accounts at least once a day compared to only 15% of Facebook users. Different reasons were provided by the participants explaining the practices they adopted. We believe that such research could help social media applications' designers and policy makers to understand the behaviour of users in the KSA when using social media applications and the rationale behind their behaviour and preferences. This understanding could help improve the performance of current applications and new ones.

A method for learning users' preference on fuzzy values using neural networks and k-means clustering (신경망과 k-means 클러스터링을 이용한 사용자의 퍼지값 선호도 학습 방법)

  • Yoon, Tae-Bok;Na, Hyun-Jong;Park, Doo-Kyung;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.6
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    • pp.716-720
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    • 2006
  • Fuzzy sets are good for abstracting and unifying information using natural language like terms. However, fuzzy sets embody vagueness and users may have different attitude to the vagueness, each user may choose difference one as the best among several fuzzy values. In this paper, we develop a method teaming a user's, preference on fuzzy values and select one which fits to his preference. Users' preferences are modeled with artificial neural networks. We gather learning data from users by asking to choose the best from two fuzzy values in several representative cases of comparing two fuzzy sets. In order to establish tile representative comparing cases, we enumerate more than 600 cases and cluster them into several groups. Neural networks ate trained with the users' answer and the given two fuzzy values in each case. Experiments show that the proposed method produces outputs closet to users' preference than other methods.

Analysis of Preference and Psychological Recovery by Sound, Scenery, Soundscape in Healing Forest (치유의숲 소리, 경관, 소리경관(soundscape)에 따른 선호도 및 심리적 회복감 분석)

  • Kim, Jin-Sook;Shin, Won-Seob;Kim, Myeong-Jong
    • Journal of Environmental Science International
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    • v.30 no.3
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    • pp.267-277
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    • 2021
  • This study investigates sound, scenery, and soundscape preferences, which are sensory factors that users feel in a healing forest, comparing the difference in recovery by the soundscape. In the barrier-free, wooden walking path of the National Daegwallyeong Healing Forest, a survey site with five different conditions was selected. Users prefer water sounds the most and places with open views for scenery. For the complex sensation of soundscapes, the most preferred is a space where water sounds can be heard, and either a waterfall or an open view can be seen. A profile of mood states test was use to compare users' psychological recovery by the soundscape. It was found that users felt the most positive mood with water sounds and open views. In addition, users' preference for artificial sounds, scenery, and soundscape was the lowest. In the mood state test, it was found that the artificial soundscape incited the most negative emotions.

The Analysis of Present Status and Residents' Design Preference on a Fitness Center in Apartment Complex (공동주택 부속 휘트니스센터의 이용현황 및 디자인 선호도 분석)

  • Kang, Jae-Woo;Choi, Jung-Min
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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    • pp.346-351
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    • 2006
  • Community facilities in apartment complex was developed through combination with residents' needs about housing environmental amenity, marketing competition among construction companies and social trend 'Well-being' . But community facilities and fitness center which are situated in the beginning are alienated by residents because the designers plan community facilities without considering about residents' life-style and preference. In this paper, the study includes present status of fitness center and residents' preference for proper fitness center design. The result presents that fitness center users in apartment complex want a resting space which is already located in fitness center of mixed-use residential building. A resting space provides conditions that users can make up with the community each other as well as they can rest after exercise. And the fitness center users prefer wood as interior finish material of floor and wall in exercising space and resting space because they have a feeling comfortable and splendid.

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