• Title/Summary/Keyword: User Ratings

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Generator of Dynamic User Profiles Based on Web Usage Mining (웹 사용 정보 마이닝 기반의 동적 사용자 프로파일 생성)

  • An, Kye-Sun;Go, Se-Jin;Jiong, Jun;Rhee, Phill-Kyu
    • The KIPS Transactions:PartB
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    • v.9B no.4
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    • pp.389-390
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    • 2002
  • It is important that acquire information about if customer has some habit in electronic commerce application of internet base that led in recommendation service for customer in dynamic web contents supply. Collaborative filtering that has been used as a standard approach to Web personalization can not get rapidly user's preference change due to static user profiles and has shortcomings such as reliance on user ratings, lack of scalability, and poor performance in the high-dimensional data. In order to overcome this drawbacks, Web usage mining has been prevalent. Web usage mining is a technique that discovers patterns from We usage data logged to server. Specially. a technique that discovers Web usage patterns and clusters patterns is used. However, the discovery of patterns using Afriori algorithm creates many useless patterns. In this paper, the enhanced method for the construction of dynamic user profiles using validated Web usage patterns is proposed. First, to discover patterns Apriori is used and in order to create clusters for user profiles, ARHP algorithm is chosen. Before creating clusters using discovered patterns, validation that removes useless patterns by Dempster-Shafer theory is performed. And user profiles are created dynamically based on current user sessions for Web personalization.

Analysis of Marketing Channel Competition under Network Externality (네트워크 외부성을 고려한 마케팅 채널 경쟁 분석)

  • Cho, Hyung-Rae;Rhee, Minho;Lim, Sang-Gyu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.40 no.1
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    • pp.105-113
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    • 2017
  • Network externality can be defined as the effect that one user of a good or service has on the value of that product to other people. When a network externality is present, the value of a product or service is dependent on the number of others using it. There exist asymmetries in network externalities between the online and traditional offline marketing channels. Technological capabilities such as interactivity and real-time communications enable the creation of virtual communities. These user communities generate significant direct as well as indirect network externalities by creating added value through user ratings, reviews and feedback, which contributes to eliminate consumers' concern for buying products without the experience of 'touch and feel'. The offline channel offers much less scope for such community building, and consequently, almost no possibility for the creation of network externality. In this study, we analyze the effect of network externality on the competition between online and conventional offline marketing channels using game theory. To do this, we first set up a two-period game model to represent the competition between online and offline marketing channels under network externalities. Numerical analysis of the Nash equilibrium solutions of the game showed that the pricing strategies of online and offline channels heavily depend not only on the strength of network externality but on the relative efficiency of online channel. When the relative efficiency of online channel is high, the online channel can greatly benefit by the network externality. On the other hand, if the relative efficiency of online channel is low, the online channel may not benefit at all by the network externality.

A Study on Personalized Search System Based on Subject Classification (주제분류 기반의 개인화 검색시스템에 관한 연구)

  • Kim, Kwang-Young;Kwak, Seung-Jin
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.4
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    • pp.77-102
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    • 2011
  • The purpose of this study is to design, implement and evaluate a personalized search system using gathered information on users to provide more accurate search results. For this purpose, a hybrid-based user profile is constructed by using subject classification. In order to evaluate the performance of the proposed system, experts directly measured and evaluated MRR, MAP and usability by using the Korean journal articles of science and technology DB. Its performance was better than the general search system in the area of "Computer Science" and "Library and Information Science". Especially better results were shown when tested on ambiguous keywords. Evaluation through in-depth interviews proved that the proposed personalized search system was more efficient in looking up and obtaining information. In addition, the proposed personalized search system provided a variety of recommendation systems which proved helpful in navigating for new information. High user satisfaction ratings on the proposed personalized search system were another proof of its usefulness. In this study, we were able to prove through expert evaluation that the proposed personalized search system was more efficient in information retrieval.

User's responses to the type of campus layouts -Based on perceived safety and landscape visual preferences- ([캠퍼스 공간설계 유형에 따른 이용자의 지각반응특성에 관한 연구-안전지각과 시각선호에 대한 비교 분석-)

  • 엄붕훈;한성미
    • Journal of the Korean Institute of Landscape Architecture
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    • v.25 no.2
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    • pp.104.1-104.1
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    • 1997
  • The purpose of this study is to grasp the characteristics of user''''s response to perceived safety and visual preferences for outdoor green spaces by the types of campus layouts. This research was investigated by color slide ratings and questionnaire survey to the students who are majoring in Landscape architecture in three universities locating at Taegu area. Two research sites have similarities in many ways but have differences in campus land form and design type such as ''''Closed'''' and ''''Open'''' types. Major results were summarised as follows ; 1. As a result of the slide test, the high degree of visual preference was shown in the campus that is ''''Closed'''' type. However the degree of perceived safety was lower than that of in Youngnam Univ. campus. 2. According to the result of the comparative analysis between user''''s perceived safety and visual preferences in each campus, the degree of perceived safety at ''''Closed'''' type was lower than that of ''''Open'''' type, but the degree of visual satisfactioni was higher at ''''Closed'''' type. 3. The factors affecting visual preference in campus were shown as density of wood, land form, and diverse type of the spaces. On the other hand, the factors affecting perceived safety were ''''enclosed space by wood'''' at the day time, and ''''the condition of lighting'''' at night. 4. Regarding gender differences in sensation of each space variables, female users showed higher satisfactio on the scenic beauty. 5. Regression analysis showed that general satisfation was determined by the variables such as ''''arrangement'''', familiarity'''', ''''cleanness'''', and ''''closed feeling'''', in Kyungbook Univ. And in Youngnam Univ. , the variables were ''''texture'''', ''''perceived beauty'''', ''''cleanness'''', and ''''complexity'''' respectively. 6. In conclusion, campus users wanted the outdoor spaces that have various land form and somewhat ''''open-closed'''' mixture type, which has a good ''''Edge Effect'''' to satisfy both aspects in safety and visual preferneces.

User's responses to the type of campus layouts -Based on perceived safety and landscape visual preferences- ("캠퍼스" 공간설계 유형에 따른 이용자의 지각반응특성에 관한 연구-안전지각과 시각선호에 대한 비교 분석-)

  • 엄붕훈;한성미
    • Journal of the Korean Institute of Landscape Architecture
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    • v.25 no.2
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    • pp.104-116
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    • 1997
  • The purpose of this study is to grasp the characteristics of user's response to perceived safety and visual preferences for outdoor green spaces by the types of campus layouts. This research was investigated by color slide ratings and questionnaire survey to the students who are majoring in Landscape architecture in three universities locating at Taegu area. Two research sites have similarities in many ways but have differences in campus land form and design type such as 'Closed' and 'Open' types. Major results were summarised as follows ; 1. As a result of the slide test, the high degree of visual preference was shown in the campus that is 'Closed' type. However the degree of perceived safety was lower than that of in Youngnam Univ. campus. 2. According to the result of the comparative analysis between user's perceived safety and visual preferences in each campus, the degree of perceived safety at 'Closed' type was lower than that of 'Open' type, but the degree of visual satisfactioni was higher at 'Closed' type. 3. The factors affecting visual preference in campus were shown as density of wood, land form, and diverse type of the spaces. On the other hand, the factors affecting perceived safety were 'enclosed space by wood' at the day time, and 'the condition of lighting' at night. 4. Regarding gender differences in sensation of each space variables, female users showed higher satisfactio on the scenic beauty. 5. Regression analysis showed that general satisfation was determined by the variables such as 'arrangement', familiarity', 'cleanness', and 'closed feeling', in Kyungbook Univ. And in Youngnam Univ. , the variables were 'texture', 'perceived beauty', 'cleanness', and 'complexity' respectively. 6. In conclusion, campus users wanted the outdoor spaces that have various land form and somewhat 'open-closed' mixture type, which has a good 'Edge Effect' to satisfy both aspects in safety and visual preferneces.

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A Multimodal Profile Ensemble Approach to Development of Recommender Systems Using Big Data (빅데이터 기반 추천시스템 구현을 위한 다중 프로파일 앙상블 기법)

  • Kim, Minjeong;Cho, Yoonho
    • Journal of Intelligence and Information Systems
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    • v.21 no.4
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    • pp.93-110
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    • 2015
  • The recommender system is a system which recommends products to the customers who are likely to be interested in. Based on automated information filtering technology, various recommender systems have been developed. Collaborative filtering (CF), one of the most successful recommendation algorithms, has been applied in a number of different domains such as recommending Web pages, books, movies, music and products. But, it has been known that CF has a critical shortcoming. CF finds neighbors whose preferences are like those of the target customer and recommends products those customers have most liked. Thus, CF works properly only when there's a sufficient number of ratings on common product from customers. When there's a shortage of customer ratings, CF makes the formation of a neighborhood inaccurate, thereby resulting in poor recommendations. To improve the performance of CF based recommender systems, most of the related studies have been focused on the development of novel algorithms under the assumption of using a single profile, which is created from user's rating information for items, purchase transactions, or Web access logs. With the advent of big data, companies got to collect more data and to use a variety of information with big size. So, many companies recognize it very importantly to utilize big data because it makes companies to improve their competitiveness and to create new value. In particular, on the rise is the issue of utilizing personal big data in the recommender system. It is why personal big data facilitate more accurate identification of the preferences or behaviors of users. The proposed recommendation methodology is as follows: First, multimodal user profiles are created from personal big data in order to grasp the preferences and behavior of users from various viewpoints. We derive five user profiles based on the personal information such as rating, site preference, demographic, Internet usage, and topic in text. Next, the similarity between users is calculated based on the profiles and then neighbors of users are found from the results. One of three ensemble approaches is applied to calculate the similarity. Each ensemble approach uses the similarity of combined profile, the average similarity of each profile, and the weighted average similarity of each profile, respectively. Finally, the products that people among the neighborhood prefer most to are recommended to the target users. For the experiments, we used the demographic data and a very large volume of Web log transaction for 5,000 panel users of a company that is specialized to analyzing ranks of Web sites. R and SAS E-miner was used to implement the proposed recommender system and to conduct the topic analysis using the keyword search, respectively. To evaluate the recommendation performance, we used 60% of data for training and 40% of data for test. The 5-fold cross validation was also conducted to enhance the reliability of our experiments. A widely used combination metric called F1 metric that gives equal weight to both recall and precision was employed for our evaluation. As the results of evaluation, the proposed methodology achieved the significant improvement over the single profile based CF algorithm. In particular, the ensemble approach using weighted average similarity shows the highest performance. That is, the rate of improvement in F1 is 16.9 percent for the ensemble approach using weighted average similarity and 8.1 percent for the ensemble approach using average similarity of each profile. From these results, we conclude that the multimodal profile ensemble approach is a viable solution to the problems encountered when there's a shortage of customer ratings. This study has significance in suggesting what kind of information could we use to create profile in the environment of big data and how could we combine and utilize them effectively. However, our methodology should be further studied to consider for its real-world application. We need to compare the differences in recommendation accuracy by applying the proposed method to different recommendation algorithms and then to identify which combination of them would show the best performance.

A Movie Recommendation System based on Fuzzy-AHP and Word2vec (Fuzzy-AHP와 Word2Vec 학습 기법을 이용한 영화 추천 시스템)

  • Oh, Jae-Taek;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.301-307
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    • 2020
  • In recent years, a recommendation system is introduced in many different fields with the beginning of the 5G era and making a considerably prominent appearance mainly in books, movies, and music. In such a recommendation system, however, the preference degrees of users are subjective and uncertain, which means that it is difficult to provide accurate recommendation service. There should be huge amounts of learning data and more accurate estimation technologies in order to improve the performance of a recommendation system. Trying to solve this problem, this study proposed a movie recommendation system based on Fuzzy-AHP and Word2vec. The proposed system used Fuzzy-AHP to make objective predictions about user preference and Word2vec to classify scraped data. The performance of the system was assessed by measuring the accuracy of Word2vec outcomes based on grid search and comparing movie ratings predicted by the system with those by the audience. The results show that the optimal accuracy of cross validation was 91.4%, which means excellent performance. The differences in move ratings between the system and the audience were compared with the Fuzzy-AHP system, and it was superior at approximately 10%.

Product Review Data and Sentiment Analytical Processing Modeling (상품 리뷰 데이터와 감성 분석 처리 모델링)

  • Yeon, Jong-Heum;Lee, Dong-Joo;Shim, Jun-Ho;Lee, Sang-Goo
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.125-137
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    • 2011
  • Product reviews in online shopping sites can serve as a useful guideline to buying decisions of customers. However, due to the massive amount of such reviews, it is almost impossible for users to read all the product reviews. For this reason, e-commerce sites provide users with useful reviews or statistics of ratings on products that are manually chosen or calculated. Opinion mining or sentiment analysis is a study on automating above process that involves firstly analyzing users' reviews on a product to tell if a review contains positive or negative feedback, and secondly, providing a summarized report of users' opinions. Previous researches focus on either providing polarity of a user's opinion or summarizing user's opinion on a feature of a product that result in relatively low usage of information that a user review contains. Actual user reviews contains not only mere assessment of a product, but also dissatisfaction and flaws of a product that a user experiences. There are increasing needs for effective analysis on such criteria to help users on their decision-making process. This paper proposes a model that stores various types of user reviews in a data warehouse, and analyzes integrated reviews dynamically. Also, we analyze reviews of an online application shopping site with the proposed model.

Collaborative Filtering based Recommender System using Restricted Boltzmann Machines

  • Lee, Soojung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.9
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    • pp.101-108
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    • 2020
  • Recommender system is a must-have feature of e-commerce, since it provides customers with convenience in selecting products. Collaborative filtering is a widely-used and representative technique, where it gives recommendation lists of products preferred by other users or preferred by the current user in the past. Recently, researches on the recommendation system using deep learning artificial intelligence technologies are actively being conducted to achieve performance improvement. This study develops a collaborative filtering based recommender system using restricted Boltzmann machines of the deep learning technology by utilizing user ratings. Moreover, a learning parameter update algorithm is proposed for learning efficiency and performance. Performance evaluation of the proposed system is made through experimental analysis and comparison with conventional collaborative filtering methods. It is found that the proposed algorithm yields superior performance than the basic restricted Boltzmann machines.

Analyses on Characteristics and Usage of Digital Game Viewpoint: Why do Games use Third-person Viewpoint more often than First-person Viewpoint? (디지털 게임 시점의 특징과 사용 이유 분석: 왜 게임들은 1인칭 시점보다 3인칭 시점을 더 많이 사용하는가?)

  • Ryu, YeSeul;O.Li, Hyung-Chul;Kim, ShinWoo
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.75-83
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    • 2015
  • The viewpoint of a digital game is a prime factor that determines user immersion, and first-person viewpoint is known to produce greatest immersion. However, most games adopt third-person viewpoint rather than first-person viewpoint. This study analyzed the reason for the preference of third-person viewpoint. First, six viewpoints were defined by combining three viewpoints (first-, third-person, omniscient viewpoints) and two distances (proximal, distal) between camera and game character. Then 100 games which received high ratings during the past 10 years were sampled, and the frequencies of viewpoint choices and genres were analyzed. Overall, the results showed that games have strong preference for third-person viewpoint. However, preferred viewpoints differed depending on genres, for example, most shooting games used first-person, proximal viewpoint. This result could have arisen because both characteristics of a game and field of view have influenced choice of viewpoint. That is, many games adopt third-person viewpoint because developers consider not only user immersion but also scene visibility.